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: (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: (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 🚂
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