Tuesday, May 31, 2016

Something I'm curious about this morning:

Something I'm curious about this morning:

How many people doing solo role-play have previous experience as a GM for a regular group? It strikes me that GM experience can help with creativity on the fly, among other things. If you don't have GM experience, do you still find it relatively easy to come up with plots, potential situations, etc?

3 comments:

  1. Ken Wickham While fear/rejection is not a powerful motivation, it did help me drive several solo RPG sessions where there was a game or setting that I wanted to try, but none of my gaming groups were interested in. My first major solo RPG effort was beta testing a draft of Magical Burst, a dark magical girl game. And recently, I did a solo run for Rewind to test my own design.

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  2. Former GM here as well, though I haven't run anything in maybe a dozen years.

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  3. I have never been a GM (unless you count solo play) or even played with a group. I am a complete solo RPGer. But I think learning to be a GM certainly helps and is needed in solo play. I really like how Ken Wickham describes it above with the hats, as a solo player you take turns as the GM, the Writer, and the Player. This way, you get to enjoy every aspect of RPGing. And if you haven't got any actual real people to play with, you can always roll up some interesting characters to play with! ;)

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