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.
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