solo_knight: (Chomp)
First Impressions: The Questgiver
(There is also a Quest Giver quest generator on itch which I may review eventually).

Game Description )

Long game is long. Long game also needs a setting and characters and I have hundreds of games that I could play; and dozens that I really WANT to play. I also have three games I am currently meddling with, plus one I’m DMing, plus one I want to DM.

And… this is a story of betrayal. If I get it right and immerse myself, it will most likely break my heart. Right now, with the world on fire as it is, I am not seeking out heartbreak.

I am putting this game on ice until a time when I have the mental resilience to commit to a long-form game with guaranteed sadness.

What I’ve seen so far, I likes. This has 70+ pages of content, which means you’re not just shoved into a situation and told to cope; you get advice for each stage of the game and clear instructions. This puts it head and shoulders above other games for me.
solo_knight: (Chomp)
First Impressions: Log Lady

Game Description )

Right now, I don’t have the spoons to engage with a horror-themed game. I don’t know how integral the horror is to the game – the premise is that something dreadful has happened and you need to gather clues to prevent something worse –
combined with the fact that it has tables containing suggestions. (They’re not too graphic and you don’t need to follow them, but they all point in a certain direction).

The reason this is a First Impressions/Put on Ice thing rather than an unreview and boot is that I am keen to experiment more with mystery RPGs, both solo and group play, and this has an interesting mechanic involing a clock, so if it takes you x many moves without resolution, and I do want to play thorugh this to see how well it works. (Dog Detectives didn't quite land for me).

Will I ever actually get around to this? Ask me again in Mystery Month. Which unfortunately is June 2028, so I may be a while. (I hope I get around to it sooner than that, but I've put it on my list.)

The other thing I like about this game is that it feels as if it has enough substance (one will have to see whether that's actually the case): Far too many games (cough, Flying Courier, cough) give only the barest hint of a setting and a story and leave it entirely to the player to make up EVERYTHING (many more examples can be found in the Unreview Category)

So it's promising to see that this one has more substance. Whether that's enough to actually play will need to be found out.
solo_knight: (Complaint)
Unreview: Kafka’s Cheeseburger

Game Description )

This, unfortunately, was one of the first solo games I encountered and it put me off them for a good while.

It has an interesting mechanic where you roll a d12 for results but might be able to choose between more than one category: 1, prime, divisible by 3/4/5, so 5 can be ‘prime’ or ‘divisible by 5’
Unfortunately all prompts are cheeseburger-related.
You journal ‘this happens, what do I do’ and keep rolling until you reach an exit condition.

It’s a whimsical little thing that should not take too long to complete, but even turning this into a cheese-free vegan experience without tomatoes and without the bun (hold the ketchup) I cannot bring myself to ‘play’.

I am, in fact, so repulsed by it that a new verdict was born. I don’t actually hate spiders.
solo_knight: (Complaint)
Unreview: Flying Courier

Game Description )

There are the bones for an interesting solo game here, but only the bones, and I do not have the mental bandwidth to invent a whole ass character and setting and plot and game mechanic and interpretations for the tarot cards,

Swords, for instance, has the following list of keywords attached:

SWORDS: the sea, a diplomat, the heart of the forest, a dying city, dangerous quiet,
archers, mountains


There are fourteen cards in a suit, and while you'd probably not play through the whole deck (there are no guidelines how many cards you should pull, how many items you'll attempt to deliver, and I don't mind if this is '2d4 + 4' or any other random number, but no, it's 'you decide'.

So given that not all of these prompts may be right for your world/character, what should replace them that distinguishes them from, say,

CUPS: fellow travelers, a bustling market, a temporary shelter, expansive gardens, a gentle voice, wrong turns, a beacon

?

???

I've been reading Tarot for umpteen years, I've bought my first deck in 1999 or thereabouts, I've STUDIED the Tarot up and down and sideways and weirdwards and I have no idea what makes any one prompt a member of one group and not another. (The sea sounds like Cups, the heart of the Forest like Pentacles, a beacon like Wands…)

The prompts for creating a character at least inspired me TO create a character, but the world and the game mechanics are just not enough, and thus this became an unreview and I am booting it from my life. Maybe one day I'll play a delivery game; maybe I'll even play it with Tarot cards, but right now, I must decline.
solo_knight: (Chomp)
Playthrough/Review: Significant Otters

Game Description )

There really isn’t much there there. You choose items from a 5x5 matrix (this is entirely flavour text), you roll the dice, you add up, you’re done. The game can be played in under a minute. It can possibly be stretched out if you want to imagine the life of an otter, but I don’t think I will pick this up again.
solo_knight: (Light and Dark)
The second entry in the 12 Months of Solo RPGs Project.

State of the List:
Blocked out until May 2028

Did I do what I intended?
Yes. Not as much of it as I’d hoped.

Actual Focus:
Published adventures. Which was my goal.

Wot I did in February )

While it's very early days, I am happy with the project so far. Setting myself a monthly focus helps me not to drown in games and ultimately play nothing. Instead of feeling overwhelmed by the many many many games I own, I can look at my list and go 'I'll get around to this in [month] and move on.

I was expecting to find 'choose your own adventure' type games not for me, and they are not for me. Success.
solo_knight: (Light and Dark)
Playthrough/Review: Dig Dive Duel

Game Description )

I reached the end without realising in less than five minutes. Next time, I’ll check the page count (24). I mean, it was kinda fun, but there’s not much there here. I definitely preferred the Shakespeare mechanics where you at least have stats and an inventory and roll for combat.
solo_knight: (Complaint)
First Impressions: Rosethorn Keep

Game Description )

There are three reasons this has become a boot for me.
The first is the layout and the amount of work I have to put into understanding the game, with going back and forth and squinting at the text, and seeing whether the other document is any easier to read and finding that it isn’t. For me, this carries a high mental load, and while I understood the instructions eventually, it took *work* to do so.
Two, I cannot crunch the numbers in my head. I honestly have not got the faintest clue which combination of choices will give me the best path forward and the greatest chance at success. Should I develop this feature or that, get more companions or this type of stat boost or try to gather resources quickly so I can upgrade something else? Only playing multiple times will give me those answers; simply reading the ruleset does not. Based on board- and video games I’ve played, it will take me at least 10-20 hours to feel comfortable that I’m making the choices that are right for my playstyle, and given that I have HUNDREDS of unplayed solo games on my hard drive, I must decline. Also, by that time I will be bored with Mathias the Squire. (You roll dice to see which companion you get; they come with names and fixed stat blocks and no customisation options. Let me at least choose a name even if everything else is fixed? Please? There is not much roleplaying in this game, and I am here for the characters and their in-character choices. This is mechanics all the way down.

The last point that helped forge the decision to rate this as ‘boot’ rather than ‘honourably retired’ or ‘put on ice until as time I have more brain’ is that I grabbed a community copy because I was curious about the game. If I play something and enjoy it, I will pay for it, and I looked at the yellow mess and thought ‘is this worth $10 to me’ and the answer was unequivocally ‘no’.

There’s a speed playthrough/review starting at around 14:00 (to 20:00) in https://www.youtube.com/watch?v=w83D_lAXzkg
which is extremely enthusiastic.
I failed to recognise some of the rules from my readthrough, though I am not surprised; a lot of information is tucked away in odd corners.

I guess I am a bit miffed when other people have so! much! fun! while I struggle to parse information due to lousy formatting and presentation, and feel like I'm tackling a chore. (The printed materials look more accessible than the PDF, but am I going to spend even MORE money when I literally have all these other games waiting for me? Am I fuck.)
solo_knight: (Chomp)
First Impressions The Cog That Remains
(Find it in the current No ICE Bundle)

Game Description )

It's not the game, it's me. It really is. I love the system – you get 52 (and here, 54) prompts which come up randomly; you have the additional Jenga tower mechanic (which I play with a paper equivalent since a physical tower would be less fair), but this type of game demands that you create your own story. Which is great.

But.

Firstly, I am strapped for time. I would like to try a second dedicated solo adventure this month. Then I'm poking at a Scarlet Heroes hexcrawl/wilderness adventure (and am learning a lot from that), and from time to time I poke at a freeform adventure (I have no system I play with or character stats; I'll add them when I need them, but so far, I'm just exploring).

Plus I'm downloading the _No ICE_ bundle (page 15 of 48; see link above) and despite a lot of games being duplicates, Windows-only, or for systems I have no interest in (eg Mothership) that's still A LOT of games to glance at and save.

This is a game about keeping a giant mecha running. I'd struggle coming up with appropriate stories about maintaining a car, but at least I've owned cars for many decades and done _some_ maintenance, and know what you use a car for.

I know nothing about giant mechas and their pilots, and after a week of staring at my first prompts and not coming up with anything useful, I have to conclude that this game needs more prep and more story brain than I am able to give it.

Which is a shame. Prompts like
Something about the Mecha’s original construction was flawed. Pull from the tower. What limb, part, or system simply doesn’t work the way it should? How do you jury-rig a solution?
sound like they will create great stories – there's just enough substance here to spark imagination and not enough to feel railroaded.

I, however, am in the 'wait, they have limbs? What kind of limbs' stage; I have no knowledge of my own to link this prompt to, and this game feels like work. Work that I am not willing to put in, not while other settings/stories sound so much more interesting.

So, with some reluctance, I am letting this go, or rather, putting it on ice in the hope that one day I may feel bored and curious enough to go back to it.
solo_knight: (Pure Love)
https://itch.io/b/3484/no-ice-in-minnesota

This bundle is huge, 48 pages of games. Some you may have seen in previous bundles, what I’ve seen so far is a mix of mostly multiplayer and solo games, with a few video games.

One just… tells you to punch Nazis. That’s it. And maybe that's necessary.

Y’all, the world is grim. This bundle raises money for ILCM, a charity providing immigration representation.

You can do good AND have fun. And if only 1% of this game appeals to you, that’s still 14 games, but for me making this thing popular is part of the work.

Some of these games definitely are part of the discussion around activism: what can you do, what must you do, and I am proud to be part of a hobby that asks these questions and finds answers to them.
solo_knight: (Light and Dark)
Playthrough/Review: Shakespeare vs Cthulhu: What Dreams May Come

Game Description )

I played through this and I only cheated twice. Once because I lost 13 rolls in a row against a much weaker opponent (still won the fight, but barely, and, really: that is not a good mechanic), and once because the game threw instadeath at me, which isn’t gameplay: if you present something as a viable option, it should be viable.

In the end, this is a gamebook: while you roll dice and make decisions, a lot of decisions are either meaningless for players (turn left or right) and the book contains a lot of ‘you do this, that, and the other, which do you do now’ – dialogue is written for you, decisions are made for you, and at the end of a scene you eventually DO get a choice, but it still feels very, very railroady, and I found it impossible to identify with the character even in my usual third person/shoulder cam perspective.

So those are faults that are part of the system itself, and while you probably can execute this better or worse, the flaws are inherent in the system.

What’s not inherent is that this is a PDF without anchors so when it says ‘go to 437’ you have to scroll manually to 437, which means there is always a chance you catch a sentence or two from other sections, which may or may not lead to spoilers. In many ways, this would be better suited to a video game or a PDF where every section sits on its own page.
Particularly annoying is that the introduction tells you that there are sections hidden within the game text, which just encourages you to read ahead.
This could have been solved much better.

I’ve also come across one incontinuity, and many plot threads are never resolved.

Plus I hoped to spend a little more time in some of the plays and found myself whisked away quickly.


This experience played out more or less as I expected. I had one ‘choose your own adventure’ book as a kid and didn’t find it very interesting then; this one had a few more choices and a few more stats plus an actual rolling/card pulling mechanism, but it still steamrolled you in places, and the fundamental structural issues are inbuilt so that a different author cannot make them go away.

All in all I am not unhappy I grabbed this in a sale (I have another gamebook hanging around somewhere that I picked up for a dollar), but while there are choices, this barely matches the definition of ‘roleplaying’,

I may go through this again in a few years, and after a couple of playthroughs, I probably will satisfy my curiosity by reading it.

I played this for most of the month – not as my only game, but I picked it up most days and continued until I was bored or had no idea which choice I should take. (Some choices seemed very obvious. Which doesn't mean I would have been right about them.) I did have fun, but more in a 'I skimmed a not very good novel' than in a roleplaying way.
solo_knight: (Instructions)
This is a video about a solo gameplay loop that does not rely on any specific system.

I haven’t tried this yet. I have, for the moment, arrived at a point that feels fairly similar.



(You can now download this from The Grouch Couch on itch.io)

I think there’s a danger here for me to think that other people have ‘the answer’ to ‘how do I play’

If there’s one thing I’m learning it’s that there is not right/wrong and not even an optimal way of playing; what works for me depends very much on the story I want to tell and the mood I'm in.

One of my goals is to rediscover the ability to immerse myself in stories, just me and my brain and seeing where it takes me. In the interest of finding (and following) my bliss, I am keeping this in hand in case I get stuck and need to unstick myself.

There may be a time when I’ll go back to this loop deliberately, but for now, my 12 months ahead list is filled out until the end of 2027, so… not any time soon.
Below are my notes, rather than a mere transcription, because I can haz thoughts.

START, my thoughts on, because not everybody wants to watch/rewatch videos )


I think I can now put the finger on the problem a little bit better. This is a framework distilled from how one person actually plays, which means it's a good average for that person, and not the worst average for other people, but the moment you stop thinking 'what will be best for my story' (where best != great outcome for the character, but an interesting story) and instead go 'ok, so the next step on the flowchart is' you don't exactly stop playing, but you're shifting into a more formalised form of play.

It's not 'bad' play. There are so many ways of playing and some of them DO have very strict rules, but the beauty of solo RPG is that you can be incredibly flexible. Limiting yourself as part of play (the character has limited hitpoints, they lose HP when hit and can die, they have limited resources/skills, not everyone in the world is friendly) is part of what creates the fun, otherwise you have a walking simulator rather than a game. (That can be fun, too). Limiting yourself arbitrarily about what kind of moves you make *can* be part of gameplay (when you're playing a specific game with those rules) of if you tend to meander and roll on 'do I step on an ant', but right now, observing where I would make a decision _as a writer_ and exploring what I *could* roll on are a big part of the fun for me.
solo_knight: (Shiny Mathrocks)
Edited the 'Speciality Cards and Dice' section of Agents of Chaos with the following:


Speciality Cards and Dice
I haven’t yet encountered any games that specifially rely on a custom resource, but you can get decks with pieces of dungeons, cards that determine how an NPC will react to your character, so I felt they deserved an honourable mention.


At some point, I picked up a set of seven dice and I have been using some of them in my freeform solo play:

– Direction (d8, N/NE/E etc)
– Weather (d10, Sunny, Cloudy etc)
– Wilderness Terrain (d 12, this includes not only standard terrains but trails, towns, and castles/ruins)
– Random Emotion (d12, though some are very close, like attracted/flirting and sad/apathy, but I'm trying this out for first encounters with random NPCs)
– Dungeon Terrain (d12, from corridors to obstacles and traps)
– Dungeon Feature (d12, statues, wells, doors etc)
– Treasure (d8, potions, magical and non-magical items etc)


I've been finding it much easier to roll a die than to consult tables, and while I'll probably pivot to either a Hexflower or the Scarlet Heroes method of terrain creation in the longer run, being able to quickly create something randome instead of having to think (and overthink) or reach for the same old same old has definitely made my life more fun.
solo_knight: (Pure Gold)
State of the List:
Blocked out until November 2027. As I look through my list of games I spot patterns. I'm not going to share the expanded list right now because it will change, though I have updated the overview post

Did I do what I intended?
(Published Adventures)? No.

Actual Focus:
Scarlet Heroes

Wot I did in January )
solo_knight: (Default)
SemiReview: Scarlet Heroes

First, a trigger warning.
Previously, I have skipped over horror games because I don’t do horror. This is a dark fantasy game (post-apocalyptic within its world: a lot of bad stuff happened, lands were overrun, they had to settle in one small corner of the world) and like a lot of old-school games, it’s dark.

This one is extra dark, and after reading the built-in scenario I decided not to play within this world and I will skip the provided starter adventure. I am also not going to use the provided monsters because while some of them are your standard scary things, one random find was decidedly icky, I’m not going to give you a precise trigger warning because that would give the game away and spread the ick.

Mechanically, there’s a lot to like about Scarlet Heroes. From a setting point of view, I see no reason to choose this over a thousand other heroic fantasy settings.

Game Description )

All in all, I like this much better than Dungeon Crawl Classics (DCC); I want to try these rules to try and convert an existing adventure; I can see myself using the tables and the DM advice; I can see myself using the character I rolled up in a world where they aren't doomed to fail right from the outset. (I would not have created this character if I'd known more of the backstory. I thought I was creating an outsider, not someone who will be killed on sight in most of the setting.)

Reading this book has given me a much better understanding of how old-fashioned DnD worked in principle/game loop; I now have a better idea on how to create magic items for games that just say 'the gamemaster will make everything up, have fun', and I've taken a lot of notes on various aspects of adventure design, loot distribution, etc.

I can also see using the tables provided to spark inspiration; there's just enough content without, for the most part, being too restrictive.

The Scenario Table (3x 20 different scenarios for Urban, Wilderness and Dungeon settings) looks to hit the sweet spot for me, for instance: there are enough details in the description that something is likely to rattle something loose in my brain without feeling constrained by them, and while I am not interested in running crime adventures (most of the Urban tables are full of crimes), I want to try the game loop since it sounds super useful; I think it will solve one of my problems with how to set up adventures (but that, I think, will have to wait for another post).

All in all, I don't regret buying this, I just wish it was kinder.

(And yes, this is complex enough that a new tag was born, the semi-review. This is far more than first impressions, but it's also not a full review as I haven't actually played anything yet.)
solo_knight: (Chomp)
First Impressions: Truth and Deception

Game Description )

I don’t feel I’m the target audience; to me this would work better in a group, but it’ll never be high on my list of things to whip out with friends. I’m also not the target audience because sneaking around and deceiving people isn’t my favourite thing to do, and playing in a modern setting (not compulsory, but strongly suggested by the flavour text) does not inspire me in the least.

The only reason this isn’t an unreview, a view-briefly-and-dump is that mechanically, this actually
looks interesting, at least at first glance. This obviously has been crafted with love; the author has given thought on how to make this a positive experience for players; there are twists and mechanisms I haven’t seen in many games, and all in all, this looks like a fun spy vs spy game… if you find deception and playing a contemporary game fun.

I can’t make myself feel any interest in this game, but that’s not the game’s fault. If this sounds like your cup to tea, give it a look.
solo_knight: (Default)
Edited Agents of Chaos with the following:

Books
Some people collect random snippets from books and use them as oracles. I’ve seen
– a name for a character (first name they come across)
– borrow an event (this works best with gothic/fantasy novels, but mysteries can work, too. This is where you get the trapdoor or the weird smell or the hostile villagers or _something_ and incorporate them into your game.
– spark table (you roll for a location: page/line) and use those words instead of a table of random words

I have also glanced at a number of games that are based on novels, but haven’t studied the actual mechanism of gameplay.


There seems to be a number of games based on using books as a randomiser; if they come up and the mechanism is worth examining, I will update the master list further.
solo_knight: (Complaint)
Unreview: Rotten

Game Description )

You have one stat, Rottenness, and you increase it from 1 to 6 (and then the game ends). For each phase, you roll on different life (un-life) events, which is not a bad mechanism for a solo journalling game.
The spark tables, however, are d6, and while you can ‘use your imagination’ getting such a limited amount of extra inspo isn’t really worth it and I’d have preferred either leaving them off or better tables.

So I’m making a note of the ‘every time you’re moving further along, there’s a different set of prompts’ mechanism, and now I’ll scrub my hard drive of this game.
solo_knight: (Pure Gold)
https://itch.io/b/3481/solo-but-not-alone-6

I promise I can stop any time.

This is definitely a bundle of solo games, and I’m getting the ‘my dance card is full’ feeling; yes, a lot of these games look very yummy, but so did the last two bundles I’ve posted and there will always be more interesting games.

I have around 80 games in last year’s bundle, and several more bundles to go through. I *do* feel I’m making progress, but at the (maximum, unrealistic) rate of 1 game a day, I probably have a couple of years’ worth of itch.io bundle games. Never mind games I got from elsewhere, solo play I’m improvising, and games I play with others.

One thing this does is cure me of FOMO. Not yet in the ‘must buy all the things’ sense; I am not quite at the point where I will not buy a dedicated solo bundle; but I’m no longer buying other games even if they’re just a quid (or a couple of quid).

But now that I have them, I find myself wanting to process them, and having made a good start (I have done reviews, however short, of 40+ games) I want to continue, so I can reduce my mental load.

That means being ruthless. My ‘one topic a month’ project is not going too well; I got side-tracked this month and started on a different game so I’ll have to re-configure everything, and I’ve found a few more games/game styles that I wanted to add, so I’m now looking at September 2027, and I’m not even *trying* to find themes.

But there’s also a tremendous sense of achievement, of taming a mountain of STUFF and turning it into a library of choices; I’m starting to get a feel for which mechanisms work for me; what I like to do when I’m out of brain, what I want to borrow for a longer campaign maybe, how I can augment my practice.

In the long run I think I’ll end up with a pile of solo journalling things along the lines of Froggy Hat, With Iron Teeth or The Disguised Frog - good, wholesome, short fun. (This selection picked by scrolling down the list of reviews); but also hopefully with a pile of games that can form the baseline for longer adventures/more in-depth stories.

In the end I suspect I will end up in a similar space as Geek Gamer in this video – not with the exact resources, but with a similar pattern of I pick a general feel, I find a way to get the story started, pick a ruleset, build a character, and do some worldbuilding in any order.

While it's only fair (and educational) to play each solo game as it is intended (games not intended to be soloed will need amendments anyway) in the end, I see myself taking note what I particularly like about each game and then taking the best bits and making a story from them.

I'm not there yet, but I'm getting closer.
solo_knight: (Complaint)
Unreview: Listen

Game Description )

Ultimately, this is a short journalling exercise that may or may not work for certain people. I’m not going to call it a game because it has no game elements, and I’m not going to try it out because I hate writing exercises like this, and I have enough characters who want their stories told.

For me, the mixture of real world and storytelling just does not work.
solo_knight: (Complaint)
Unreview: Lorekeeper

Game Description )

I’m tired to the bone. I had all the life sucked out of me: here’s a bunch of words on a page (some missing in a mock blackout) and it appears that the game the creator envisions has nothing to do with the game I’ve caught glimpses of while reading the rules.

Indie game makers: will you please make a whole game? And then give it to someone who has never seen your game before and ask them to play it and take notes what they find clear and what they don’t? I’m no longer completely new to solo space, though I still have a literal mind.

I can’t make sense of this, I can’t make a _game_ of this, and at this point, I’m too pissed off to invest more time and try harder. Somewhere in here is an interesting game. I haven’t found it, and I will no longer try.
solo_knight: (Complaint)
This is not a solo game, though many people play it (and other OSR games) solo, and adventures are abundant and easy to acquire. So when the 90+ item bundle came up on Humblebundle, I decided to invest a dollar to have the basic rules in case I ever want to consult them.

And my instincts were right; right now I’m looking for poison rules, so that was a dollar well spent. (Joke’s on me: while ‘poison’ is found on 60 pages and I have now learnt that a thief needs to make a handling check or poison himself if they wish to utilise poison, finding actual rules needs Appendix P; they’re pretty draconian with many featuring permanent penalties, e.g losing 1d6 intelligence or permanent paralysis that cannot be healed. Hurray.)

Am I going to read more of this? Probably not unless I am really, really bored, because I have a million (only slight exaggeration) game systems I want to read and that’s not counting the thousand or so items I’ve snagged in bundles. I figure I can keep myself occupied with things I’m curious about for the next four to five years, and I’m likely to grab more games if one of my wishlist titles comes up on sale or someone makes a new game that I’m curious about.
Complaints )

I love what DnD and RPGs in general have evolved into. I want to see more of the whimsical, imaginative, nuanced forms of play and less ogre smash.

Verdict: 🎪 Not for me.
solo_knight: (Chomp)
First Impressions: Arcana After the Fall

Game Description )

On the one hand, Tarot. One the other tentacles, there’s no gameplay as such, though you pull only 8 cards (plus the Fool/the World); the prompts are always the same but in different order, and this is postapocalyptic with ‘you’ as the protagonist.

While I did not see anything terribly off, not all of the interpretations are quite on the nose for my tarot practice. ‘What does wonder look like to you’ doesn’t scream ‘hermit’ to me.

Add the apocalypse, and I have no interest whatsoever.
solo_knight: (Default)
I don’t expect anyone to buy every bundle I log here, *I* don’t expect to buy every bundle I log here, but I want to log them here because the more people see them, the better.

Jamaica Disaster Relief Charity Bundle

This one seems to have a lot of video games, many of them Windows only, but it contains Rainbow Mutant Slimes (that's half of the $6 bundle price right there, and this one looks like a ton of fun) and few more games that sound like they could be interesting, including one set in a bookshop.
solo_knight: (Shiny Mathrocks)
Random tables are not exactly agents of chaos, but they’re related. You use dice (and sometimes playing cards) to select items on random tables. On the other hand, there are few RPGs that make zero use of random tables; they’re extremely useful.

In this post I want to go over different types of random tables and the roles they can play in solo RPGs. Not covered are oracle tables (‘spark tables’) that give you a word or three and make you think about the narrative. What does ‘imprison, success’ mean in the context of your adventure? Only you know. And sometimes you don’t.

As far as I know, the terminology I use is my own (though I may have picked up a thing or two from elsewhere) – I just needed a way to think (and talk) about this.

Generic vs Specific tables )
solo_knight: (Chomp)
Firt Impressions Rainbow Mutant Slimes

Game Description )

Sometimes it’s not the game, sometimes it’s me. I’ve just snagged a bundle of games, many of which can be soloed, AND I’m trying to get into a long-form solo game (Scarlet Heroes). I don’t want to completely drow under solo games, and I want to delete all of the games (and there are many) that I don’t intend to come back to, so I have more brain space for the games I DO want to engage with.

Here, you play one or more slimes (3 for a solo player) and try to drive out those pesky adventurers that broke into your home. It looks like good, wholesome fun, with very straightforward rules and a clock-based system.

I really am looking forward to playing this, but I don’t want to stop the blog until I find the leisure and brain power to do so. I do like games that flip ‘good guys’ and ‘monsters’; I want to give this the attention it deserves while reducing the pile of games hanging over me.
solo_knight: (Default)
First Impressions Be Still, Archivist

Game Description )

I’m always down for games using Tarot, and I’m always interested in making investigation fun as a mechanism, particularly for solo play. The Tarot interpretations provided look sound, and this is from the creator of the Froggy Hat game, so there's a certain amount of trust. For the time being, with a limited amount of spoons and concentration, and a certain amount of fragility, I am putting this on ice.
solo_knight: (Pure Gold)
Path to Education bundle

This was one of those bundles I only discovered because I was looking at a game and spotted the ‘get this in a bundle’ link.

Does seem to contain a fair amount of solo RPGs. For $10, all you need is 3-4 games you like to have gotten your money’s worth, the other 100+ are icing on the cake.

I spotted a couple of whimsical cat games and one based on T.Kingfisher’s Paladin: Sold.
solo_knight: (Chomp)
First Impressions: You are a bird

Game Description )

This is a pure journalling exercise with some mildly interesting prompts (and some that are not); I don’t think there’s much replay value (you get the prompts in a specific order) and, well, that’s all there is, you answer a few prompts and the thing is over. This is very lightweight indeed.
solo_knight: (Complaint)
Unreview: Fragment

Game Description )

For the right person, this might be cathargic. For me, a person who would have to buy supplies and learn about a new hobby only to turn it into something dark this holds zero attraction.

I also feel that this type of work – descending fast into the deepest parts of your soul, facing guilt and shame – is best undertaken with the help of a friendly guide, aka therapist, or slowly, uncovering not only one layer after the next, but augmenting those discoveries with healing and ways to manage challenges.

Dare I say… reading Tarot reflectively? Not the only possible path, but one that lets you probe, illuminate your perceptions from multiple angles, and which shows you paths and healthy emotional tools.

This ‘game’ encourages you to delve deep and fast and while you don’t exactly get points for uncovering more trauma, you’re subtly encouraged to dig and not be a boring well-adjusted person whose greatest shame of the last ten years is not contacting your friends more often.

For that, this gets a boot. I know this wouldn’t be healthy for me.
solo_knight: (I Has A Ball)
Playthrough/Review: Dog Detectives

Game Description )

I have a keen intrest in running mysteries, so this one intrigued me: you go to multiple locations, roll on a theme table, then roll to see whether you find a clue. When you’ve visited all locations, you try and assemble a possible explanation from your clues. The more clues you use, the better your chances of rolling a success on the deduction table.

This is an interesting approach. In the end, it depends partly on dice luck (you can get 0 clue and a setback, 0 clue and a minor setback, 1 clue, or 2 clues in each of the 9 stops). The two failure conditions also mean you reduce your investigation dice by one step. Since you start with d10/d12 (one for friendlyness the other for ferocity, you decide what kind of dog you aren and what's appropriate in that moment) that quickly takes you down to precious few clues and little option to succeed, so you might need to reset your dice and forego one location.

The themes are all over the place - adventure, abundance, jealousy, trust – and sometimes completely baffling. What does ‘payment’ mean at a school when you’re a dog?

I’m also not a fan of the resolution table. The odds are not in favour of finding your missing human, and I struggled to weave the clues into a coherent tale.
A medical worker, a deity, a token of affection, some of my favourite treats, a thief, and a piece of clothing. Put them all together and you find your missing human (or not).

I concocted a wild tale, rolled lucky, and wrote ‘the end’.

This game has taught me something about mysteries, I guess. It falls into the gap between ‘using randomisers to determine success’ and ‘using your imagination to reach your goal’. Overall, I was lucky that I managed to gain enough clues and that I could build a narrative out of those clues, and that I was successful in my roll.
Failing to reach my objective would have sucked and I kinda feel I cheated by bending narrative reality in my favour.

I don’t think I fully understand how you are meant to play this, and all in all, it was much less fun than I had hoped to find. I wanted to go to different locations based on the clues I found/the story so far, but a church/temple wasn’t available, and I’d visited the health centre before gaining clues that should have led me there.

So neither the tables nor the mechanism fully worked for me. Maybe I was just unlucky in my rolls/draws, but this does not fascinate me enough to try again under the exact same rules.

Not tagged with single session though it would certainly be possible, because I had to make myself come back and finish it – my playthrough started with setbacks and I wasn’t getting enough inspiration from the game to build more story.
solo_knight: (Complaint)
Unreview: Dino Defenders

Game Description )

This needs too much brain. I am not familiar with Blackjack, and the rules are not fully explained – there’s talk of ‘he sticks’ and I have ZERO idea what that could mean. Googling ‘Blackjack stick’ brings up a) candy, and b) a whole category of weapons (lead-filled?), so I’m still completely in the dark what that actually means, and it’s coming up to my bedtime and I just can’t be bothered to search more. (There’s also a mentioning of ‘twisting’. This may or may not mean pulling additional cards (there’s a hint) but I am not certain.)

Also, apparently you play ‘[author’s] blackjack’ which, for some reason, pisses me off.

So the general idea is pretty interesting – you construct a dinosaur by distributing three stats (Brain, Heart, and Teeth) – and having a card mechanic for determining not just the location of your encounter but the strength of your enemies (2-5: 1 enemy, Face cards: 2, 6-10: 3, Ace: 4) isn’t the worst I’ve seen either.

I don’t know how well the ‘play blackjack against yourself’ will work for someone who understands blackjack; it doesn’t work for me at all.

Chalk this up as another game I wanted to like, but it’s not a game, and I don’t like it.
solo_knight: (solo_knight)
So yes, I vanished for a while, am trying to finish and post the half-written posts I made earlier, and get back to blogging. I’m fine, everyone is fine, I just had zero capacity for anything that needed brain and concentration.

Where I'm at )

I’m enjoying the casual format of this blog so far and intend to keep up this series; I love discovering new and weird games in bundles.
But I also want to be a bit more focused in my hunt for a solo practice that suits me, and thus I am going to try something new: every month in 2026 I want to focus on one play style/mechanism/type of game.

(This month, or what’s left of it, is reserved for generic Solo RPG resources).

I have no idea how long I will follow this plan, whether I'll get through all of it, and when I’ll abandon it (with the 20x24 I always seem to crash in July/August), but it’s better than no plan.

Twelve months, one rough plan )

We'll see how it goes, and what, if anything, I will plan for 2027.

One thing I think will help is that I can pre-select resources; write down the ones that are most interesting to me and thus start each segment of the year right off the bat, instead of desperately around for resources on the day.
solo_knight: (Default)
This is a very very long video. I’ve watched the first half hour or so (you can skip the first five minutes).

This uses a short version of Mythic 2e GME, While I use Mythic as part of my solo play, this is a very different style: The player keeps asking questions (who am I? Am I a giant? Am I a giant in a particular world? What just happened? Did I kill someone?)

At some point (especially now that I have grabbed Mythic and its friends) I will try to run a game with nothing else (I’m currently using Mythic as occasional part of the DnD game that I run for [personal profile] caper_est, and to supplement my Tiny Dungeons adventure, such as it is, and to get myself unstuck in other games).

Finding out things about the story that you didn’t put into it is exciting. On the other hand, this guy rolls for _everything_, and I am used to the journalling games where you just make all of this up out of thin air and cobwebs, as well as more traditional gameplay where players and DM collaborate and create or discover their characters.

Nonetheless, I’m throwing this in here as an example of how one *could* play.


solo_knight: (Default)
First Impression: Commons Rider

Game Description )

The ‘Conflict’ system is… complicated. It involves dice pools and a lot of judgement: how expensive would it be to do this thing vs. that thing (this is akin to a difficulty class, only you have one system for deciding how many dice you roll, another what number you roll against, and then you take your successes and buy actions; you don’t roll against ‘I hit it’ directly.

I can see this system being interesting to run, but also carrying a greater-than-average mental load. This will become easier over time, but I’m not sure how smooth the negotiations-with-self will be; it would need a lot of switching between player and GM mode. The fact that this is a tag-based system where you decide what traits your character has and what those traits mean, mechanically also points to a high cognitive load, and if I needed another reason not to engage further with this game, this is it.
solo_knight: (Chomp)
First Impressions Call ‘em out

Game Description )

I did not play this. I am not the intended audience, but I can see it being cathargic to someone who is stuck having to be polite to vile and agressive family members.

This has only one (very positive) ending, which is why I am not completely convinced ‘game’ is the right descriptor.

As a mental health tool, I can see it work very well. Facing a random challenge at a time when you’re prepared to deal with it, starting from an emotionally resilient point, and having all the time in the world to write down your responses is how you build resilience (I use tarot cards for this).

The permission to get angry, to defend yourself, to express yourself, no holds barred – a solo game is the perfect medium for that.

And this is inspiring me to think about ‘what is a game’ especially in solo space.
solo_knight: (Default)
Playthrough/Review: Rise of the Gods

Game Description )

The idea isn’t horrible. If you have your toolbox at the ready and you want to play among the gods, with a clear-cut mission, and this story appeals to you, you may love it, and you may end up in interesting places. I’m a writer with a million ideas churning through my brain, I can create new ideas at the drop of a hat, and while I sometimes appreciate a ready-made quest starter to give to my player in DnD, the things I look for there are simpler and things that fit into my world.

This doesn’t. There may be a day when I feel I want an epic story seed and this is it, but that day may never come, and in the meantime, this is taking up space on my hard drive and in my brain that I can use better.
solo_knight: (Complaint)
First Impressions: Family + Spy

Game Description )

This sounds so not like me that I wondered why I grabbed it; probably because someone mentioned it positively? I’d like to think that even a year or two ago I was more discerning. Cold War, spy stories, betrayals… not the first things I’d gravitate to.

Since the random tables are very brief and don’t combine well (if you want to combine multiple tables, all entries need to work with every other entry; here this is not the case) I feel you’ll have to make a tremendous amount of effort for something that would probably be better as a board game with limited options and clear rules. In a board game, if someone draws a ‘you betray another player’ card, it’s not the player’s fault, it’s the designer’s, and you all signed up for this to be possible. When you betray your real life friend in a made-up scenario and could have chosen a different action, it can feel different. Because there’s so little substance here, it’s near impossible to playtest this – this is a game that will turn out very differently at different tables – and I have my doubts about how playable this is, and how much fun it will turn out to be.
solo_knight: (Instructions)
Playthrough/Review: Scroll of Changes

Game Description )

I’m happy this thing exists but it didn’t work for me at all. Part of it is that it’s just so fussy, and I had to constantly look things up. Part of it is that the instructions about what kind of event the characters meet are just a bit too vague.

A giant turn-off, the thing that made me want to not use this at all, is that it encouraged me to think about success/failure (you have to use a binary result as part of the system), and that I was rushing through the gameplay/story creation to reach the next step in the gamified system. That’s partly my fault – I wanted to simulate the use of this tool and did not want to spend days or weeks playing, one event at a time. At the same time, ‘the characters will encounter an event of this magnitude’ ruined the discovery for me, and I found myself un-inspired.

The longer I engaged, the less I liked it.

I need to go back and think about whether this type of mental oracle – what *type* of challenge am I facing – is useful and/or fun, and how this list compares to other GMing tools.

With the DM in the driving seat, I can see how determining ‘this is a skirmish’ vs ‘this is the Big Bad’ and ‘this encounter is about the party growing together’ or ‘this is about discovering a truth about the world’. (I _think_ Ironsworn works a bit like that? I’m just leaving this as a note to self). Coming at it from a player perspective, you obviously have an idea about where in a storyline you are – at the beginning, near the resolution – but emergent gameplay and unexpected complications are a big part of the fun, as are ambiguous results (you killed the Big Bad, but you lost something important, and discovered a third thing. Is this a success or a failure?

Having thought more about the process it’s entirely possible that this type of oracle – an oracle shaping the mood/theme of an encounter – would work for me; this particular resource definitely doesn’t.

Here, the Marie Kondo lens is definitely an asset. I was quite excited to try this out, but found the actual gameplay uninspiring; this does not spark joy for me.
solo_knight: (Chomp)
First Impressions:
Runecairn Wardensaga


Game Description )

Right now, I don’t have the brains to learn a whole new system and figure out how to solo it.
I have a lot of things to deal with right now, and just haven’t got the ability to concentrate on a new thing for hours when I have plenty of other books and systems vying for my attention. Just logging my Black Friday loot and all the things that came before is taking up all available processing space.

I’m definitely keeping this one around to read when I find the leisure.

Ironically, I haven’t skimmed enough to get a true taste of the setting, just the conceptual framework, From what I gather (I did poke at reviews a little), the game has a number of interesting mechanics around classes, levelling up, and death.

Unfortunately for Runecairn, one of the games on my desk that I am trying to make a priority and invest some time in is Vaesen, which is also a Norse Mythology inspired game (different time period, completely different mechanic) so, yeah: this one is in a queue through no fault of its own.
solo_knight: (Pure Gold)
So this isn’t a bundle, just a sale, but it’s a massive sale on drivethrurpg.com (Apparently there will be special deals on Friday and Monday, but I cannot wait, so I bought things on day one; if another reduction happens, I'll have to cope with that.)

Over the past months, I accumulated a wishlist of items that I really want; and when everything was around 1/3 off, I pounced. A couple of solo games, Diana Warrior Princess which I absolutely HAVE TO check out, a rules light game for two players called Gawain (I’m contractually obliged to get this, I don't make the rules) and a stack of books about games. Most of them Mythic. I’ve used the Fate Chart of Mythic GME, I’ve read parts of the book, and I do have a policy that if I borrow a book/read the preview to the end and like it, I will buy it. (I also have a policy of rarely buying things I can't check out. Bite me.)

And with that massive spending spree, my RPG resource collection is pretty much complete.

This doesn’t mean I won’t buy more products. I mean, let’s be real. There’ll be more itch.io charity bundles, and more Humblebundles, and the occasional product that catches my eye (some of them on my wishlist AND discounted, but my budget ran out before my wishlist; such is life). But I currently have more things than I can play in a year (because a lot of them are scenarios or game systems and while I can handle a one-page solo game in a day, or two in one week, a game system with two dozen possible adventures will Take More Time, and that’s great.
I’ve made the majority of purchases after working out how to have fun with solo games, and while I am going to tweak this to have MORE fun, I am having plenty of fun already and I can see a lot more fun in my future.

In the meantime, I’m going through my very long list of resources I’ve picked up in the last ten years or so, so I finally know what I’ve got and where I can look when I want inspiration.
(I will never use everything, and that’s ok, but turning ‘huge mountain of stuff’ into ‘organised pile of stuff, taking note of interesting settings/subclasses/rule sets’ is a huge reduction of mental load; it’s exciting.)
solo_knight: (Chomp)
Playthrough/Review: Knight of Flowers

Game Description )

This is one of those games where I’m happy to have played it, but I cannot recommend buying it because it falls into this weird space where there’s not enough substance to warrant paying real money. It’s neither innovative nor detailed enough. (At some point, I will acquire Diana: Warrior Princess, which is not a solo game, but sounds completely bonkers. I would not have come up with that, but while I would not have come up with the setup for this game either, it’s well within the range of ‘here’s the frame for a story’ that I could have come up with.

This is not to say that zero work went into this, and I’m a bit conflicted to put a price on how much work went into a thought and its execution.

In the end, my funds are limited, and I tend not to buy games unless they
– have a high replay value
– can be used as a resource for other games
– are something I would not have come up with in a million years and I want to honour that, whether that’s a setting, an idea, or a mechanism.

While I want to fall in love with the games I play, it’s hard to fall in love with a perfectly decent, perfectly fun, but also perfectly unremarkable game where you have to bring most of the story.
I didn’t find it too difficult to come up with characters and events – there was enough guidance to make this into a game – but the ideas I brought came out of my own brain and I feel I could have used a dozen other quest starters with a similar mechanic.

So that’s not a thumbs down at all, and this is definitely a game, I just start feeling a little jaded by the genre, I suppose.
solo_knight: (Shiny Mathrocks)
Dice are, by far, the most common random element in TTRPGs and solo play. There are very few games that don’t use dice at all, though some use them sparingly: throw 1d6 and otherwise, pull cards.

Dice you need


The bear neccessities )

I cannot imagine playing RPGs and having no dice at all.

Paraphernalia


Things that make rolling dice better )

Besides a dice tray for containment while rolling, having spillproof clear containers to keep whatever I currently use at hand and visible, I have refrained from extras.

Materials


It's true… or not )

Thankfully, I actually love cheap acrylic dice best.

Sources


Where should you get your dice? )

And this is how you become a dice goblin. Ooops.
solo_knight: (Pure Gold)
Playthrough/Review: Dead Man’s Promise: Bounty Hunter

Game Description )

I’m not retiring this quite yet, though it will be a while before I get around to it again. This has three phases – you roll for your quarry, you roll for the chase, you draw cards for the showdown. There’s enough variation here to create an interesting narrative, but in order to get the most out of it, you need to bring a character and envision who you’re trying to bring to justice.

This playthrough gives you an idea of what the gameplay can look like if you're doing worldbuilding and looking for a story.

I admit, simply rolled and logged 'this thing happened'; it was good enough for me.

I want to actually play this at a later date, when I have the spoons to make up a setting and characters.
solo_knight: (Complaint)
Unreview:
Hell and Death and An American Guitar


Game Description )

Drat. This looked like fun; it has a slightly weird dice pool mechanic, you’re ultimately fighting the Devil (who has, of course, 666 hit points), but a good chunk of game is missing.
I do not know how to fill the gap, so this is an unreview after all, and I’m deleting it, but I’m a bit miffed, because this could have been fun.
solo_knight: (Complaint)
Unreview:
Sword Dance


Game Description )

WTF did I just read? Am I drunk?

Is this what being drunk is like, you take a bunch of unrelated sentences and you think they’re the best thing ever? I’m not saying that competitive dancing is a bad idea for a LARP, though adding swords probably is, but this would have benefited from several more pages explaining WTF you’re supposed to do with it, and how to do it safely.
solo_knight: (Chomp)
First Impressions: Origin Story


Game Description )

I got to the first instruction, where you're supposed to put down your name and your superpowers, and I just froze. Instant stress reaction. Completely blocked, could not think of anything, just completely in a state of fear.

Yeah, I don't know what's up with that, either. I've always had a problem with being creative on demand.
Compare that to all of the characters I have created recently with Colorful Characters some of who were a lot weirder than your bog-standard superhero, I come, once more, to the conclusion that anything that starts with a stylized description is a bad match for me (I always freeze when character creation begins with 'name, hair colour, shoe size') even though the journey in ColorfulCharacters *does* have name as the first category, but there you're talking about why you're called that, and you may be prompted to say more about your name(s).

I bailed at the first comics panel. One day I would not mind attempting to make a comic or graphic novel (I even have a couple of ideas, though not the drawing skills), but you need a certain amount of brain to translate story into comics panels.

It's a great exercise. It's super creative, and you get great prompts. It's just not for me. I'm not keen enough oncomics OR superheroes to want to do this. So goodbye, BlueTack Woman (who can mend anything at all), I guess BlandMan (not invisible, just unremarkable; he'll blend in anywhere) wins this round.

Honourably retired. I don't think I'll ever want to play this, but it feels solid, and I think someone else will have fun with it.
solo_knight: (Complaint)
Unreview: Magic d8


Game Description )

So the first strike against this is that it made me feel like an antisocial hermit who hates the world. How many people did I interact with today? 1, and I’m not rolling dice to see how I feel about him. Readers, I *married* him. How many things did I interact with? Computer, dice, DIY tools… I probably can list a few more, but none of them are cursed, thank you very much.

This is a thing that wants you to reflect on your day, which is fine, and despite my snark, the overall tone seems fairly positive and encouraging, but I pull tarot cards for this sort of shit, and I have a long-standing policy to not involve people in my life in my reflections and to not assign traits, archetypes, or any other characteristics to them in a random/gamified manner. (There’s some really toxic shit that people do with tarot court cards).

I’m not sure I would play this is if the objects to interact with were random and from an imagined setting. There may be a game in there somewhere, but I’m not motivated enough to look for it.
solo_knight: (Default)
This is going to be a series of posts, not in the least because I do not actually have ‘the answer’ to ‘how do I get started’.

The answer to that will be different for different people and different types of games, and depend on your mental state, time budget, and personal preferences, so expect this more like a which Discworld book should I read first chaotic flowchart than a simple ‘a, b, c’. .

The short, trial-and-error, might-be-fun-and-might-not answer is 'pick something that appeals to you, throw yourself into it, and keep tweaking it until you have fun (or until you're thoroughly bored with even the idea of solo play and give it up forever).
It's not wrong. Many people come to love solo RPGs by this route, but I would recommend that even if you're keen to delve in right now, you spend at least 10% of the time and spoons you have available researching other systems, and exploring what else you could play and how else you could play it.

Sparking Joy )

Domain 1: Complexity


There's more than one axis here, so many games can be very simple along one axis and create a high mental load along another. If something feels too much, it's ok to walk away, sometimes for now, sometimes completely. I'm learning that lesson and will probably have to learn it again.

Length and Prep )

Domain 2: Style of Gameplay


DnD rests on three pillars: Social, Exploration, and Combat. Solo play touches on all of these, but coming from a slightly different angle.

Preliminary musings )

I *think* I'm tending more towards exploration than combat, especially as some of the fun parts of combat in TTRPGs – outwitting the DM by using special abilities and collaborating with other players – just don't work anywhere near as well in solo play.

Domain 3: Preparation


If you're lucky, prep is play. Otherwise, at least make it fun.

When you can't avoid prep )

Domain 4: Gameplay Loop


I don't feel I'm familiar enough with SoloRPG-the-Hobby to say much of substance on this topic yet.

This is a problem because this is how I will find the answer to 'what do I enjoy' and 'which game should I pick right now' if I don't know what's possible?
I mean, I've been studying soloRPGs for a few months, I've acquired a huge stack of games (some cheap, some free, some in bundles); I'm reading RPGs, solo and group games regularly; I'm rolling dice to try out mechanics, I'm (finally) playing games, I'm watching playthroughs… All the time I am finding ways of playing that I like and learning what is too complicated, too boring, or just too much of a mental load, all by poking at different systems.

From that point of view, I don't regret playing things that don't work for me; I'm learning from those games, too.

A lot of people who play solo seem to have a toolbox containing multiple approaches, so they can simplify conflict resolution, bring in additional subsystems, and just doing everything to keep the story flowing, and I definitely want to develop those skills.

TL;DR:
I don't think there is a straightforward answer to 'how do I start to play' beyond 'pick up some cheap/free games and mess around and see what you like while learning as much about the hobby as you can'.

To come back to the place where I'm stuck, because I think it's a good way of illustrating how solo RPG does or doesn't work:

I am currently attempting to start a short campaign using the Tiny Dungeon rule set. It's a game that is fairly pared down, originally a group game, but frequently soloed. I have used the Colorful Characters process to roll up three characters, who promptly came alive, and purchased a set of random dungeon cards that is highly praised, to see whether a randomly-created dungeon works for me.
So the main character (two are just along for the ride; this one has a goal and motivation, which was NOT my intention) comes to the city and is looking to pick up her first proper adventuring job (She'll just happen to team up with the other two characters I rolled).
I have a fair idea of what will happen to get her to the starter quest. If I was writing a book, I'd be skimming the surface of those scenes until we get to the real action, the dungeon is entered, and the first enemy awaits.

But I have been paying attention to how RPGs work, and – see the three pillars above – I don't want to play a game where all I do is fight enemies, even though this is the mechanic I want to try out.
If I was DMing this for others, I'd describe the marketplace a little and then ask 'what do you want to do'.
And I want to bring some of that energy – the 'play' aspect – into my own game, but I am not sure how yet. Which is frustrating.
So I will take this situation away, and think about it some more, and write out what I could do and how I could address it with the tools I *am* familiar with, and decide later. In the meantime, I'll check out more games and log some more resources and fill my toolbox, but I'm just somewhat frustrated and a little bit annoyed that I just… have no idea how to proceed from here.

I have a number of books _about_ solo play, and half a million rulesets; one of them will provide the answer, but I have no patience, I want to proceed NOW.

(How would you approach this in your own game? I don't want to create a complication; I don't want a fight in the marketplace, and I know exactly what the noticeboard looks like once my character finds it, but I want her to look around, maybe notice some NPCs or future quest hooks or potential allies. It may be relevant that Futto is a 4ft goblin in a marketplace of mixed clientele; she would NOT simply turn up and get an overview and head straight for the noticeboard.)
solo_knight: (Light and Dark)
In addition to the Unreviews, where I look at something and go ‘ugh, do not want’ or ‘WTF is this even’. I’m initiating a new policy:

If I open a game, read it, and then continue to stare at it for several days without actually attempting to play, it’s worth working out why I am avoiding this particular game… and then to write up my first impression and remove it.

Once I gave myself permission to never play Lordsworn unless I specifically want to, I felt much relieved. I don’t think it’s a bad game. I just don’t have any emotional curiosity about it: it’s post-apocalyptic on a small scale, and we’ve already established that this is not for me.

Musings, and RPG-adjacent work )

So I have plenty of RPG-related things to do and a lot of games to play. I don’t want to feel I ‘have to’ give any game my game time, or put off playing other things because this came up on the random generator. It's ok for me to let go of something that I like, or could like, if it stands in the way of me having fun. I don't get extra points for slogging through boring stuff or batting my head against the wall.

Letting go of an unplayed game that was pretty close to a freebie because it might be fun, when all the evidence says that it isn't actually fun, is surprisingly hard. And maybe that's the main lesson this game can teach me. It might be for me – it shares a lot of characteristics with games that I enjoyed – but it isn't actually fun (and shares a lot of characteristics with games I don't enjoy).

Maybe I should put the 8 of Cups where I can see it loud and clear.

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March 2026

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