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.
solo_knight: (Shiny Mathrocks)
This is a random post. Sorta. It’s more a post about randomness. I will go into more depth about individual random techniques later, but I wanted to throw this up as a master post. For me, a random element is a vital aspect of ‘play’ in RPGs. In a group, that random element can be partly other players at the table, but I am having a hard time imagining a game without a random element that still feels like a game. (Choose-your-own-adventure can be fun, but they’re different things.)

Dice. Dicess, precioussss
Very much associated with TTRPGs. DnD uses a 7-dice polyset (d4, d6, d8, d10, d%, d12, d20) and any number of extras, especially as you level up (even magic missile uses 3d4) so if you’re playing DnD, you will have at least one set of dice and a grab bag of extras.
Many solo games use D6 instead, and I’ve gotten a few sets of 3xd6 with spots on, which I find easier to read.
Mechanics vary greatly, so there’s a lot game designers can do.
If you have hoarding tendencies, be warned: shiny mathrocks are addictive.

Playing Cards
A surprising number of solo games call for a standard deck of playing cards, with or without jokers. Sometimes you remove other cards. Especially for journaling games, this gives you a mechanic of four groups of prompts. In Ice Station Zero, this was Interior/Exterior/Crew/The Other; it’s a useful pattern.

Tarot Cards
This is playing cards on steroids. You get the four suits and their meanings, but you also get pretty pictures to spark your imagination and the Major Arcana to provide additional archetypes. There are many MANY tarot decks available, as readers of my journal will know, and the right steampunk or fairy tale or wizardry deck can get you into the mood. If the illustrations are detailed enough, you may get inspiration from a background element. Maybe it’s not the ‘2 of Swords’ that matters, but the fact the character is holding two sporks. (Trash Panda Tarot).

Jenga Tower
This is a surprisingly popular mechanism in solo games. I’ll definitely make a proper post about this because I have very mixed feelings about physical towers.

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)



Scrabble Tiles
I haven’t seen this in a solo game yet, but The Far Roofs (currently on Bundle of Holding) uses Scrabble tiles.
Have not even read, yet alone played, and might be screwed: our choice is between Welsh Scrabble and German.

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.

???
It’s entirely possible that there are further random mechanics that I haven’t discovered yet. If so, I will edit this post further.

20/1/26: Added the 'books' entry.
8/2/26: Amended the 'speciality cards and dice' entry.
solo_knight: (I Has A Ball)
Playthrough/Review: Ice Station Zero
Game Description )

Wow. That… certainly was something (about 2h) Probably wrote 1K-1.5K of words (hard to say, because I pasted the prompts into the journal).
This is a science fiction, horror, survival story, which is SO not my thing, but right now I have downtime, I want to get more into solo RPGs, and this means deliberately trying out things to see what’s out there and what would work for me.

Somewhat to my surprise, I had a great time, and I will definitely give other games in this genre a go… eventually.

Adjusting mechanics )

So do I recommend it?
I'ts a solid example of its kind. It showed me some of the pitfalls of journaling games (the game had given me certain instructions or I had made narrative decisions that weren't compatible with prompts encountered later); it gave me a better understanding of mechanics.

I think the basic structure of the game is sound and I am definitely up for playing more games like this in the future. It's railroady, at times it became a bit uncomfortable, but it was an intense human experience.
solo_knight: (I Has A Ball)
Egil

(Having introduced the not-a-game tag, I promptly need ‘probably-a-game’. Indie games are weird)

Game Description )

I came to the marketplace at noon,
You’ll hear the sorry tale too soon,
priest I met drinking, a monk.
For that meeting, I must atune,
There in Holmguard he cast his last rune.
He badmouthed the old gods and swung his fist,
considering himself immune
to any demands to attune.
I did not care that clearly, he was drunk
My own fists I raised, rough-hewn
Hoping he would change his tune
He failed to dodge. I’ve never missed.


Not a head I want to spend much time in, and I'm not sure I want to do this again.
Loved the 'roll all dice other than %' mechanic and I want to steal it at some point.

(I'd edit this, but I've committed to posting my raw notes, and it's not good enough TO polish but the second line was definitely me spinning my wheels.)



Verdict:
Honourably Retired 🚂
This one is weird 🍭
solo_knight: (I Has A Ball)
The King's Courier

Game Description )

I wrote around 1500 words over two hours (not continuous play), so it was worth my while, but I'm not sure I would have enjoyed this if I'd played strictly by the book and with only the tools I was given.

The hook is great, and it taught me that hooks don't have to be super clever or super involved; You have a situation and a character goal and that's ENOUGH. (I've written novels from less.)

Who are you? Why have you chosen to become the King’s Courier?

Nedranem Artel, I. We were driven from our lands and vowed to fight against injustice. My grandfather’s efforts were not appreciated much, my father was grudgingly accepted; I am a free man in the city of Suttimenal, and when a knock on my door came and a tired and bloodied courier asked whether I would take the message, I agreed.


After a few months of reading about solo RPGs and trying to get into the mindset I had at least some tools – woefully few (though I had at least enough dice at hand) and while I'd like a _better_ combat mechanic, the narrative combat of 'we both roll 2d6, on a 5 or 6 on either means we succeed' was at least easy to judge and gave me plenty of substance to craft a story from.

This might not work for people who aren't used to writing/DMing with very little prep. I did feel somewhat apprehensive about this – what if I can't think of anything – but in reality, I'm doing just fine spinning stories out of cobwebs and dice.

And now I have a story fragment on my hard drive that at some point I'll probably pick up again: I want to know what happens to this courier and to the people he met along the way. I dumped a couple of storyhooks and… I'd love to know what's behind them.

I think what I'd like to do with this is polish the write-up a little: this was flowing out of my pen after midnight with zero thought about the character or the setting, and zero editing.

I guess I need to come up with a rating system for these because a star rating doesn't feel useful at all. This is a game I won't play again, but I had tremendous fun playing it; I had to make a lot of changes, but the changes flowed naturally and created a great story, so how many stars is that?

Gamewise, I really enjoyed this one, but I have no intention of playing it again - the tables are too limited and without my modifications it felt there was too little roleplay and too much chance. The story I wanted to tell was one of heroism, and 'you meet bandits, you roll a 2 and die' just doesn't scratch the itch. The mechanics don't invite _play_, or inventiveness. Yes, you can narrate how you die, but the death isn't the consequence of an action you chose, so I guess this is teaching me something important about what I am looking for in this hobby.

Verdict:
Too much chance 🎰
Honourably Retired 🚂
solo_knight: (Chomp)
This sounded interesting and came recommended, but it’s a modified card-of-the-day draw using a pack of playing cards where the purpose is to reflect and work on yourself and hold yourself accountable.

This might work for some people, but I already draw a tarot card of the day, and I have my own procedure for that, which includes making draws ephemeral. I don't want to log what I've pulled and crunch numbers to see what came up most often.

Verdict:
Retired due to lack of interest. 🎪 (= Not my circus, not my monkeys)
Very zen. 🪷
Not a game 📟 (that's a pager, for those of us who remember them)
solo_knight: (Default)
Actually, that’s a lie. I’ve been flirting with the thought of Solo RPGs for a good while, I’ve been rolling dice to try out a few things for DnD, I’ve dabbled in playing, and I’ve collected a veritable hoard of articles and videos and random tables and games and conversion guides… I just haven’t made enough space in my life to actually play.

So here’s the deal. I want to play two games a month for the next year. A year is a good time to explore a new hobby. I’ve already done some of the work, but there is more to come, and I need to do the practical work, not just the resource-gathering and thinking.

This journal will be the place where I chronicle everything:

– First Impressions
(I’ll introduce a game briefly, so I have an idea what I’ve got. I already have a long list on my hard drive, but I want to shine spotlights on games.)

– In-depth Review
(To do this, I obviously need to play. This, I think, will be reserved for games I play more than once or games I've played a longer campaign with.)

– Playthrough/Review
(What it sez on the tin. A lot of Indie games will be one-and-done: I play them once for an hour or two, but they're so narrow in focus that I have no intention of playing them again.)

– Unreview
(Newly added for things where you need to bring everything to the table. I'm done treating them as games, and there seems to be a surprising amount of these. Sometimes they have small gamified elements, but if you could have almost the same experience twice simply by making up the same story, it's not a game. A game is when you have a random element that influences the story you tell.)

– Game Mechanics
(These aren’t unique to solo games, but they may play out differently in solo gaming)

– Game Loop
But how do you ACTUALLY play?
(Different people have different answers to this. I want to collect them in one place and discuss what does and doesn’t work for me.

The goal of this project is to have fun. If I’m not having fun with a resource, I’ll stop using it, if I’m not having fun with this journal, I will let it fade away quietly.

Profile

solo_knight: (Default)
solo_knight

March 2026

S M T W T F S
12 34567
891011121314
15161718192021
222324 25 26 27 28
293031    

Syndicate

RSS Atom

Style Credit

Expand Cut Tags

No cut tags
Page generated Mar. 29th, 2026 06:13 am
Powered by Dreamwidth Studios