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.
solo_knight: (Chomp)
First Impresssions: LordSworn

Game Description )

I’ve been staring at this for several days and decided to stop making an effort, and I’m not sure I’ll ever be in the mental space for this. A big part of the narrative will be how different characters react to events; and that sounds much more like a group game (albeit a grim, challenging one that I would want to play only with people I trust, and I probably want to play other games more).

It’s an intriguing thought, the materials are well-presented, the tables offer plenty of customisation, and the gameplay sounds interesting, and yet this has been open on my computer for over a week, and every time I’ve looked at it, my heart sank.

It’s time to acknowledge that this game is preventing me from playing games that excite me, that make my heart sing. I’m not going to eliminate it from my life entirely, but I will be removing it from my hard drive for now.
solo_knight: (Chomp)
Unreview: Bound

Game Description )

So this one actually has me torn a lot. New.Unfold I found easy to remove from my life because it’s bleak and not a game and lacks guidance. This one has intriguing design, a game mechanism (where you advance towards reaching your destination or being bogged down indefinitely), a random element of playing cards you pull to determine the next event you journal.

And some of those prompts are very interesting indeed. There’s a lot of potential story here, but once more, you need to bring the setting and the characters and the nature of the threat and the nature of the journey, and _because_ it’s all deep and reflective you can’t just roll on a random DnD table for goals (‘To steal back your sibling’s soul’) or encounters ‘four halflings with elven cloaks’. To do this game justice, you have to delve deep and think a lot and… I just don’t have the spoons.

And even if I had the spoons, this one is dark. Maybe you can haggle it down to ‘melancholy’ but I am not the audience for this. If journalling a grim perilious journey appeals to you, by all means, take a look at this (There are both one- and two-player versions available).

Part of the reason I have started this journal is to unburden my brain and my hard drive. I will never play all of the games I own (not unless I refuse to let any new games in my life, or treat them as a job, and slog through even when I don’t feel like it, and… hello? ‘Games’?)

And therefore, slightly reluctantly, I am deleting this one, too. This one is not for me, and I’m not investing the time and spoons it would need.
solo_knight: (Complaint)
Unreview: New.Unfold

Game Description )

I don’t think I fully understand what you’re supposed to do with these instructions. It’s a reflective exercise, but I’d like to see more guidance on how to use it, because I am baffled by where I am supposed to end up, and what I am supposed to learn.

Also, and this is a personal thing, I hate postapocalyptic settings. Having your life wiped out is not, to me, entertainment, or even a reflective exercise, it’s just a very, very scary reality for far too many people.
solo_knight: (Complaint)
Unreview: Four Against Darkness

Game Description )

So yes, this is a straight Dungeon Delve – you construct the dungeon from pre-formed tiles, depending on a dice roll – and then you determine what you meet. You resolve the conflict, you get treasure, and you move on until you either die or beat the big boss.

On paper, this was exactly what I thought I wanted, a basic dungeon crawl, no story, just orc-bothering and grabbing treasure.

In reality, I hated it, and I did not get to the point where I felt I could play. The question now is whether this is just a game that’s diametrically opposite to what I like, or whether I was wrong about the kind of game I want to play and should be looking in a completely different direction.

Either way, this does not spark joy for me. (Plenty of people think this is easy to learn and lots of fun. Different strokes for different folks and all that.)

There is always a question of how much time you can and want to invest in learning a new thing. And that’s a complex matrix (I might talk about that more on my main journal if I can gather my thoughts). Right now, with a ton of games to look at and play I’m making ‘does this spark joy’ a major part of my choices. I did not enjoy this game, I did not enjoy the (very brief) playthrough I’ve seen from other people.

There are no right or wrong choices here, and it’s impossible to say whether I’d have the time of my life if I invested more energy into learning this thing, but as stated before, I have *so many* games, and right now, I’m going for easy wins, for games I pick up and love instead of ones that feel like hard work.

Some of the games that are work are things I may play later. Some of them are things I will never get around to, and that’s ok. In the meantime, I have a DnD session to prepare for [personal profile] caper_est and a couple more characters to prepare for a Tiny Dungeon Crawl, and a lot more games to evaluate; I don’t have the spoons for this one.
solo_knight: (Chomp)
First Impressions Froggy Hat

(This is a first impressions post because I will need time to engage with this one, and can’t do too many events in a row. It’s delightful, but chewy.)

Game Description )

The tarot interpretations are pretty darn good - not always what I expected, but solid. And just this once, the game document is long enough to go into detail: there's keyword lists for the minor arcana and slightly more detail for the majors; 15 pages of content in total.

You can treat this as the game it’s meant to be, and have a ton of fun. I’m choosing to treat it more like my tarot card of the day, where I engage with any one concept in depth, thinking about what it means to me and what tools I have/might find to deal with it. Only now with added frogs. And hats. So it will be a while before I finish this game, but I just love the gentle kindness of it, and the concept made me laugh.
solo_knight: (Pure Love)
https://itch.io/b/3299/palestinian-childrens-relief-ttrpg-bundle-for-pcrf

I’m going to start logging bundles with solo games when I come across them, because I cannot find them using itch.io’s site search (they have a lot of bundles so I only hear of them by chance or when someone mentions them on Bluesky.)

I have no idea what is in this bundle or how many of the 250+ items are actually solo games.

Some things will not be games (but assets, poems, zines), some may be resources I already have (there seems to be a certain overlap between bundles), many items will not be useful to me (pixel art, windows games) or things I just don’t like.

It’s highly unlikey that I won’t find $10 worth of fun in this bundle, and it’s for a good cause (I can't actually vouch for the charity, but it seems legit to me).

For me, exploring the Solo Roleplay space through Indie games has given me a lot of stuff to think about. It’s nice to have an abundance of things to play with and try out.

On the downside, these bundles can be exhausting, so I recommend planning how you’ll organise and process them beforehand. Make the decisions by category so each game becomes ‘where does this fit’ instead of 'what is it, how do I want to categorise this, does it make sense to split things like this or that'. If you're interested in horror, have a horror folder, simple as that.

I get anxious at the thought of missing out, so I will download everything that isn’t a Windows/Android/Linux game and then shuffle them to backup and forget about them.
My current categories are

– 3rd Party Games These need games I don’t own, or need at least an understanding of them, I may look at them later to see whether it’s worth getting the base game and I may never get around to that. (Eventually, I will look at Thirsty Sword Lesbians).,
– Assets (a very few photos, mostly pixel art, some sound tracks that may be useful, wallpapers… all in all, another category that I'll shuffle to backup.)
– Books and Zines. Worth a look. A couple of people publish LGBT+ novels on itch.io, much to my surprise, and there are a number of zines and poems and short stories in these bundles that may be worth reading once. Will take a closer look later.
– Character Creation Tools. I’m not looking for another, I’m over the moon with Colorful Characters, but it's worth keeping them where I can find them easily.
– DnD supplements. May be for other systems, too, but basically monsters and NPCs and locations; things that may need tweaking but that spark ideas.
– Multiplayer Games. If it's obvious that this game needs a group – and many indie games are about social interactions – it goes here.
– Safety Tools. Very small category, not every bundle has one, but they're things I want to be able to find easily.
– Solo Games. When a description is ambiguous, the game goes here. This is the category I'm most likely to process; and I'd much rather reject games and move them to multiplayer or other categories than have solo games hidden in multiplayer and never find them. I expect a good many of games in this folder to not be soloable (or not be games); that's fine.
– Video Games. I download the Mac version only, but most of them are pixel art, and I don't play pixel art. Some are browser games that are amusing for a few minutes. These get shuffled off my hard drive as soon as a bundle is processed; may never look at them again.
solo_knight: (Complaint)
Unreview: Heartbreak Heist

Game Description )


Calling it what it is: this is a guided journalling exercise with minimal prompts and a small gamified mechanic that can easily be nudged into the place you want it to be.
solo_knight: (Complaint)
I have a million games. Well, not a million, but I easily have a couple of hundred games in my itch.io bundles, even if you discount the video games, assets and books that I also don't have time to engage with.

I have enjoyed some of these games tremendously, even if (or because) they’re odd, but from now on, I will stop making an effort for ‘games’ where you need to bring everything to the table - the characters, the events, the setting, when to take actions, what actions you take, what happens…

This is a question of mental load. Maybe one day I’m willing to spend an hour or two making up a story about two lovers with the parameters of this ‘game’, but that day is not today. What I’m looking for in a game is more than story prompts. In order to play, I need a mechanism, and even then, just an oracle table may not be enough to facilitate play.

I’m looking for fun distractions, forcing myself to try and engage with games that are hard work begins to feel like a job, and that’s not what I’m here for.

So, enter the Unreview. I’ll use largely the same format as I’m using for the Playthrough/Review entries, and I’ll see whether I want to change it a bit (if it becomes too repetitive).
solo_knight: (Complaint)
Unreview: Now what do I do?

Game Description )

Pet death is a real possibility in this game, and it’s probably inevitable. I don’t feel positive about that.
This is a game that demands that you create the whole story, everything. You find an object related to your death. Quick, quick, think of something. And eventually, you need to tie all of these together and make a story of who killed you and how.

This will be either draining or boring or unsatisfying, or all of them. I rolled one room and bailed.

Creating mysteries for TTRPGs is a Hard Problem, and most solutions either involve ‘the GM knows but isn’t telling you’ or ‘the GM sets up a matrix of plausible events, whatever you work hard for turns out to be the solution.’

This ‘game’ has no such resolution mechanic, so you need to bring *that* to the table as well.
Combined with the harm-to-pets and some dissonances in the random tables (your character can be from the Colonial era, but the game can take place in the modern day: How the fuck am I supposed to get revenge on my murderer by scaring them to death? They’re dead anyway.) I just don’t feel like spending hours and hours licking this into shape.

I’d love to try out the ‘track’ mechanic at some point but maybe not in this game.
solo_knight: (Chomp)
First Impressions: Rangers of the Midden Vale

Game Description )

This was not created to be played solo, but there’s this solo play (endorsed by the creator) and I got it from a solo bundle, so I’m counting it as a solo game, but it looks like a good game to play with a group as well.

The solo play uses a lot of additional solo resources, so I'd have to see how well this plays with just the book rather than a lot of supplementary materials.

Tables and mechanics )

So definitely something I'll keep around, study more, and will probably try as a solo game at some point.
I'm definitely keeping this around as a book of random tables; the enemies might or might not transfer to other settings, but the locations are definitely useful, and the list of potential enemy traits is short and to the point.
solo_knight: (Default)
Playthrough/Review: Colorful Characters (Character Creation Tool)

Game Description )

This isn’t a game in itself, though it is gamified a little, but the prompting and the ‘feels-like-a-game’ part helped me to come up with things about two characters that I was struggling with (I created a character and a general setting/situation for Combat Apothecary that I did not get to play; in that game they would have been solo, this system needs at least 3 players.).

Character Creation is not my thing. It’s not how I write. Constructs made consciously don’t come to life for me; whether that’s in books or in DnD.

The format forced me to empty my brain of any other thoughts and distractions, and to just go through one step after the next. And yes, there’s a name on the list, and an origin, but I can _tell a story_ for that, and I don’t have to worry about things like hair colour and height, which I really don’t care about at all. This is more about the *Character* than their mechanical description.

I have taken the first of these characters back into the system I’m trying to use right now (Tiny Dungeon) and was able to come up with mechanics that work for that character. Some of the traits were a little surprising, but they fit with what the character had to say about themselves and what others said about the character. This one is treefolk, so they are proficient in Heavy Melee weapons and have mastered Clubs, they know no fear (and get advantage on save tests), they’re good at wilderness survival, but they also have an eidetic memory.

I’ll create the other two tomorrow (well, one I had mostly created, the other suggests a lot of stuff due to her heritage), but knowing what they look like from the inside, I can now find better traits.
solo_knight: (Chomp)
Playthrough/Review: Crux

Game Description )

I may play this again, if I ever feel like preparing a little mountain-climbing lore, or if I simply have a larger table to spread out the cards and several hours during which I don’t mind being frustrated.

I like this game. I like that there’s three strategies you can use (or roll your own), I’m finding some of the rules _slightly_ unclear, but I just made a ruling and moved on.
My lack of ability to build a narrative was frustrating, and I underestimated how much time I’d need.
‘One attempt takes roughly 15-30 minutes’ which may be true, but to play a round you’ll have to set aside 2-3h, unless you’re blessed with the space to leave the card mountain untouched (cat owners need not apply). And since it’s easier to keep everything in your head, 2-3h does not sound unreasonable.

At this point you need to ask yourself whether this is worth three hours of your time, and we’re back with the climbing experience: if you’re the sort of person who can build an appropriate narrative in your head just by pulling a card that’s ‘trivial’ or ‘hard’, you’ll probably have a great time when you’re stuck indoors.
If you’re not a climber and your inner monologue is ‘big rock, must get up’ you’re missing a major part of the fun.

I don’t know whether I’ll pick this up again. I don’t mind roguelikes, so I can’t tell how frustrating this will be to play, but without a fun narrative, you have only half a game.
solo_knight: (Complaint)
Playthrough/Review: Tic-Tac-Tomb

Game Description )

I’m in the mood for some solo dungeon delving. I’m looking for a simple mechanic where I roll for what kind of challenge or treasure I can find, roll to overcome the trap/monster, loot a little, and move to the next room.

This mechanism sounded like fun, but the tables you're rolling on don't work for me at all. The room description and challenge are based on multiple rolls on multiple tables, though I haven’t worked out what the ‘Being’ table is FOR; it doesn’t get mentioned. You can ‘sacrifice an item’ as part of your gameplay, but you’re not actually given items unless you roll a double, which I didn’t.

This feels half-baked.

This game is also the reason I stated in my last post that journalling games are not the ones with the highest mental load. So far, the highest mental load for me has come from Oracles/Spark Tables, where you get a couple of words and have to find out what they mean in your game.

Description of the Room: It is an endemic trap cache, where one can unlock gauze.
Challenge: Choose dull Alchemy.


I don’t even. I am not feeling intelligent enough to make a story out of that. ([personal profile] caper_est pointed out that 'dull alchemy' probably means turning gold into lead, so there is that.) I don’t want to start there. Give me a smoky Guard Room with a Sarcophagus in which a portcullis suddenly drops. ‘None Survived’ says an inscription and, for want of a better table, 1d6 = 5 Skeletons to fight.
This may end up deadly, but at least I know where I stand. Or where I got squashed.
solo_knight: (Default)
When I started soloing, I thought that I would not like journalling games much.

I thought this would be the type of game with the highest mental load; I was mostly wrong.

What you need as a player is to shed all inhibitions. The game says you’re a vampire in 1950s Glasgow? You’re a vampire in 1950s Glasgow. The game says you’re a frog in human disguise? You're now a frog. And so on.

The amount of handholding journalling games do varies; but most of them will guide you towards a certain story shape, and give you prompts enough to – at least for me – spark ideas. The dice or cards do the rest.

So far, the journalling games I’ve tried have told me what kind of story I’m telling, and while instructions to ‘keep writing until you’ve reached an end’ can sound weird to non-writers, they make sense in the moment.

Right now, I don’t have a major writing project I am working on, and everything is new and shiny, so I am playing a fair few of these – they’re low-hanging fruit. (As is this journal entry; it’s possible I’ll change my verdict on journalling games.)

Recommended if you don’t want to wrestle mechanics, if you’re looking for a single session (so far, all of mine have been <2h), and if you’re willing to delve into a story and ham it up and write with wild abandon on the first thing that comes to mind.
solo_knight: (Chomp)
Playthrough/Review: You are Roadkill

Game Description )

This actually was one of the first games I played, chosen at random. On the positive side, you don’t need to know anything about solo roleplay to play this.

On the negative side, this is depressing as fuck.

This taught me something about solo gameplay; I don’t want to play it again.
solo_knight: (I Has A Ball)
Playthrough/Review:
With Iron Teeth

Game Description )

This is a very short game of chance. I did write out the narrative, but very briefly; there are no prompts for individual cards, just for the suits.

This is a quick game – I think it took me half an hour all in all, including reading the rules and finding a miniature that looked a little vampiry – and it was fun, quick, and brainless.

This looks like it could fill the niche of short video games - you have twenty minutes before you need to do something else, you don’t want to brain, you don’t want to sink into anything meaningful, and there’s a little tension and a little strategy.

This is Indie gaming at its best. It doesn’t have to be epic, it doesn’t have to be polished, it just has to be fun.
solo_knight: (Pure Gold)
Playthrough/Review: The Disguised Frog

Game Description )

That was unexpected. Wrote just under 1300 words, guided by the Tarot cards I pulled and the vague suggestions provided. My brain went down some very unexpected – but ultimately very hopeful – tracks.

There is, of course, a pattern to journalling games: I write out the beginning of a story, not its muddle or end (there’s always a muddle in the middle where you have to stop throwing new content into a story).

I have always struggled with writing exercises and find these games (as long as they provide enough substance and enough inspiration) extremely inspiring. Combined with the archetypes and meanings of the tarot, which I happen to know quite well by now, this was a blast.

The resulting story was weird and wonderful and I don’t know whether I shall ever write more of it and take it further, but this is the fourth game of this kind that gave me a meaningful experience.

I have not marked this as retired because I intend to play it again. Not any time soon, but this one will stay on my hard drive.

Short RPGs like this are a great way of unsticking creativity. I spend around two hours writing and rolling dice and pulling cards, there’s a definite end point, and the stakes are very low - you can’t really do this wrong.
solo_knight: (Complaint)
First and Last impressions The Joyride Everlasting

Game Description )

This is an experience I have had with indie games, video edition, (or writers, self-published) before: sometimes a creator comes up with something half-baked that makes perfect sense to them, and it works for them because they hold the other half in their heads.
Third parties will feel baffled, because this is paper thin and in shreds.

So maybe someone with an anime/superhero/mecha background can make something out of this; I cannot.
solo_knight: (Complaint)
Playthrough/Review: Combat Apothecary

Game Description )

Well. My first DNF, but after spending about 2h and not getting to the first combat while getting more and more frustrated I decided that I had too many unplayed games on my hard drive to invest any more time into an unplayable game.


Wot I learnt, afterwards, from other people )



It's a game where you have to bring everything yourself: the character, the setting, the gameplay, the enemies… everything. You get a small matrix of 'Environ' (18 items) with entries like 'Fort, Acropolis, Kiln' and as many 'Essence' entries. ('scorch, corrupt, undead') which includes both 'ashen' and 'cinders'.

Even if the information were presented much better (there is *so much* talk of 'lore' which from context is the same as 'essence' because there's nothing else), I'd still hesitate to call it a game.

If I have to do all of the creation myself, I'd want a much more robust system with much clearer instructions.

I did roll a basic combat just to try out the system, but other than being very very confusing indeed, I also dislike how close to the edge the character lives all the time.

In my playthrough, I was supposed to fight an undead creature, which I decided should be a zombie.
My superpower is bleed.
So basically I either bend the narrative until it cries uncle, or I can't use my class feature.

So while I like the general idea and some mechanics like not knowing when you'll meet the boss – definitely a mechanic I want to try out again – I hated the combat system and the general confusion. This is more mental load than making up a game system on the fly.
solo_knight: (Chomp)
Playthrough/Review: Legend in the Mist - Comic Starter
Game Description )

This took me around 1h to play, I made minimal notes. There are plenty of story hooks that I would want to play if this was *my* story, but it turns out that I’m more invested in a character that sprung from my brain, however casually in the King’s Courier than the much better-fleshed out character that a hundred other people can pick up and equally play. I had fun, but it wasn’t as intense an experience.

This is a tag-based game, and I’m not sure how well that would work for me, because you have to make up tags and then decide what advantages/disadvantages they give you, and some tags were described that I have no idea where they came from (maybe I just didn’t read the adventure well enough). I have other games using similar systems that I can play without spending $30 on them, so while I’m not retiring this yet – I’m curious and I eventually want to play through the other branches rather than just reading them – this is not a priority.
It’s made me more curious about tags, but not about this game.

I actually love the idea of introducing a new game system with an adventure you can play through in your own time and get to understand how things work.

So why did I enjoy myself while playing and felt disappointed afterwards?

Part of it is the railroady characters of the adventure. This is inbuilt in the medium to a degree – a comic means you need to draw specific moments in the story – but I’m not sure whether it goes beyond that and I will pay attention to how other games introduce their rulesets/game loops.

This is weird, because I started out really liking this, game/adventure, and the longer I think about it the less I do.

Some of that is inbuilt – there was little opportunity for roleplay, for making decisions about the character.

Normally, you’d choose your descriptive tags yourself, but I also wonder how easy it is in tag systems to evolve your character in response to events.
In the Legend in the Mist system, there is a mechanism (if you had three negative events, you abandon the tag, if you have three positive ones, you evolve it; either way it’s gone) and part of my problem might simply be that I haven’t played long enough to grow into the character.

We’ll see. I’m not sure what is going on yet, so I’ll just mark this as ‘something I want to think about again/watch out for when playing games with a similar system’ rather than coming to a conclusion about whether I like this or not.

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