solo_knight: (Chomp)
2026-03-28 07:47 am

🧊 First Impressions: The QuestGiver

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

Game Description )

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

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

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

What I’ve seen so far, I likes. This has 70+ pages of content, which means you’re not just shoved into a situation and told to cope; you get advice for each stage of the game and clear instructions. This puts it head and shoulders above other games for me.
solo_knight: (Chomp)
2026-03-27 07:01 pm
Entry tags:

āš°ļøšŸ§Š First Impressions: Log Lady

First Impressions: Log Lady

Game Description )

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

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

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

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

So it's promising to see that this one has more substance. Whether that's enough to actually play will need to be found out.
solo_knight: (Complaint)
2026-03-26 10:42 pm
Entry tags:

šŸ­šŸ•·ļø Unreview: Kafka's Cheeseburger

Unreview: Kafka’s Cheeseburger

Game Description )

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

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

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

I am, in fact, so repulsed by it that a new verdict was born. I don’t actually hate spiders.
solo_knight: (Complaint)
2026-03-25 11:22 pm
Entry tags:

🧩 Unreview: Flying Courier

Unreview: Flying Courier

Game Description )

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

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

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


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

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

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

?

???

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

The prompts for creating a character at least inspired me TO create a character, but the world and the game mechanics are just not enough, and thus this became an unreview and I am booting it from my life. Maybe one day I'll play a delivery game; maybe I'll even play it with Tarot cards, but right now, I must decline.
solo_knight: (Chomp)
2026-03-03 08:51 am

šŸš‚ Playthrough/Review/ Significant Otters

Playthrough/Review: Significant Otters

Game Description )

There really isn’t much there there. You choose items from a 5x5 matrix (this is entirely flavour text), you roll the dice, you add up, you’re done. The game can be played in under a minute. It can possibly be stretched out if you want to imagine the life of an otter, but I don’t think I will pick this up again.
solo_knight: (Light and Dark)
2026-03-01 03:27 pm

Month 2 of Solo: February '26

The second entry in the 12 Months of Solo RPGs Project.

State of the List:
Blocked out until May 2028

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

Actual Focus:
Published adventures. Which was my goal.

Wot I did in February )

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

I was expecting to find 'choose your own adventure' type games not for me, and they are not for me. Success.
solo_knight: (Light and Dark)
2026-02-24 02:40 pm

šŸš‚ Playthrough/Review: Dig Dive Duel

Playthrough/Review: Dig Dive Duel

Game Description )

I reached the end without realising in less than five minutes. Next time, I’ll check the page count (24). I mean, it was kinda fun, but there’s not much there here. I definitely preferred the Shakespeare mechanics where you at least have stats and an inventory and roll for combat.
solo_knight: (Complaint)
2026-02-21 10:37 am

šŸ„¾šŸŽ° First Impressions Rosethorn Keep

First Impressions: Rosethorn Keep

Game Description )

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

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

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

I guess I am a bit miffed when other people have so! much! fun! while I struggle to parse information due to lousy formatting and presentation, and feel like I'm tackling a chore. (The printed materials look more accessible than the PDF, but am I going to spend even MORE money when I literally have all these other games waiting for me? Am I fuck.)
solo_knight: (Chomp)
2026-02-20 10:48 am

🧊 First Impressions The Cog That Remains

First Impressions The Cog That Remains
(Find it in the current No ICE Bundle)

Game Description )

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

But.

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

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

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

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

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

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

So, with some reluctance, I am letting this go, or rather, putting it on ice in the hope that one day I may feel bored and curious enough to go back to it.
solo_knight: (Pure Love)
2026-02-16 10:58 pm
Entry tags:

Pack Your Bundle: No ICE in Minnesota

https://itch.io/b/3484/no-ice-in-minnesota

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

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

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

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

Some of these games definitely are part of the discussion around activism: what can you do, what must you do, and I am proud to be part of a hobby that asks these questions and finds answers to them.
solo_knight: (Light and Dark)
2026-02-13 11:03 pm

šŸŖšŸŽ°šŸš‚ Review: Shakespeare vs Chtulhu

Playthrough/Review: Shakespeare vs Cthulhu: What Dreams May Come

Game Description )

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

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

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

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

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

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


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

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

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

I played this for most of the month – not as my only game, but I picked it up most days and continued until I was bored or had no idea which choice I should take. (Some choices seemed very obvious. Which doesn't mean I would have been right about them.) I did have fun, but more in a 'I skimmed a not very good novel' than in a roleplaying way.
solo_knight: (Instructions)
2026-02-10 11:16 am

How the Other Half Plays: The Grouch Couch

This is a video about a solo gameplay loop that does not rely on any specific system.

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



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

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

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

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

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

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


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

It's not 'bad' play. There are so many ways of playing and some of them DO have very strict rules, but the beauty of solo RPG is that you can be incredibly flexible. Limiting yourself as part of play (the character has limited hitpoints, they lose HP when hit and can die, they have limited resources/skills, not everyone in the world is friendly) is part of what creates the fun, otherwise you have a walking simulator rather than a game. (That can be fun, too). Limiting yourself arbitrarily about what kind of moves you make *can* be part of gameplay (when you're playing a specific game with those rules) of if you tend to meander and roll on 'do I step on an ant', but right now, observing where I would make a decision _as a writer_ and exploring what I *could* roll on are a big part of the fun for me.
solo_knight: (Shiny Mathrocks)
2026-02-08 11:01 pm

New Agent of Chaos: Speciality Dice

Edited the 'Speciality Cards and Dice' section of Agents of Chaos with the following:


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


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

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


I've been finding it much easier to roll a die than to consult tables, and while I'll probably pivot to either a Hexflower or the Scarlet Heroes method of terrain creation in the longer run, being able to quickly create something randome instead of having to think (and overthink) or reach for the same old same old has definitely made my life more fun.
solo_knight: (Pure Gold)
2026-02-01 11:19 am

Month 1 of Solo: January '26

State of the List:
Blocked out until November 2027. As I look through my list of games I spot patterns. I'm not going to share the expanded list right now because it will change, though I have updated the overview post

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

Actual Focus:
Scarlet Heroes

Wot I did in January )
solo_knight: (Default)
2026-02-01 12:30 am

šŸ’šŸ§Šāš°ļø Semi-Review: Scarlet Heroes

SemiReview: Scarlet Heroes

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

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

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

Game Description )

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

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

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

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

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

(And yes, this is complex enough that a new tag was born, the semi-review. This is far more than first impressions, but it's also not a full review as I haven't actually played anything yet.)
solo_knight: (Chomp)
2026-01-21 09:38 pm
Entry tags:

šŸš‚šŸŽŖ First Impressions: Truth and Deception

First Impressions: Truth and Deception

Game Description )

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

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

I can’t make myself feel any interest in this game, but that’s not the game’s fault. If this sounds like your cup to tea, give it a look.
solo_knight: (Default)
2026-01-20 08:45 pm
Entry tags:

New Agent of Chaos: Books

Edited Agents of Chaos with the following:

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

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


There seems to be a number of games based on using books as a randomiser; if they come up and the mechanism is worth examining, I will update the master list further.
solo_knight: (Complaint)
2026-01-20 08:32 pm
Entry tags:

šŸŽŖāš°ļøšŸ““ Unreview: Rotten

Unreview: Rotten

Game Description )

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

So I’m making a note of the ā€˜every time you’re moving further along, there’s a different set of prompts’ mechanism, and now I’ll scrub my hard drive of this game.
solo_knight: (Pure Gold)
2026-01-19 10:50 am
Entry tags:

Pack Your Bundle: Solo but not Alone 6

https://itch.io/b/3481/solo-but-not-alone-6

I promise I can stop any time.

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

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

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

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

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

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

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

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

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

I'm not there yet, but I'm getting closer.
solo_knight: (Complaint)
2026-01-18 12:20 am
Entry tags:

šŸŽŖšŸ““ Unreview: Listen

Unreview: Listen

Game Description )

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

For me, the mixture of real world and storytelling just does not work.