Wednesday, August 23, 2017
So since getting back into RPGs and learning that solo gaming was a thing, I've been experimenting with a few different systems and tools (Mythic, Gamemaster's Apprentice, Rory's Cubes, the solo rules in Scarlet Heroes, Creature Crafter). I'm learning that I like things about each, as well as their limitations. But, while it's surely possible to use more than one at once, it's also true that there is a lot of potential overlap between them, which leads to... option paralysis. For those that have dabbled, I'm curious how you deal with this. Do you set meta-rules for what you're using for a given campaign or session? Or just do whatever feels right in the moment? Something else?
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I know the feeling. Sometimes too many tools is a hindrance on par with having too few. YMMV, but for me I enjoy tinkering. It's one of the reasons that solo gaming is one of my primary hobbies. I can stop in the middle of what I'm doing and poke around under the hood.
ReplyDeleteI would recommend picking out an idea generator and a question answering system to start and going from there. Those two will let you pick the brain of the non-existent GM or Referee for details about world. If you find yourself complaining internally about the way this system does something, see if a different one is more your style. In time you may find that you will simply pick the parts of each system you like and create your own beast.
For starters Mythic GM Emulator is a good pick. It handles closed questions (yes/no), open questions (details), idea generation (the event meaning lists) and much more. Many people find contentment there. If you do not, you might at least know what you didn't like for comparison to the other options.
I think it is good to bring up the problem of "option paralysis."
ReplyDeleteWith respect to asking questions:
If the question is simple (is there a monster behind the door?), I use an oracle that gives yes/no/etc. If the question is more complex (What does the NPC know about the bandits?), I use story cubes and interpret the icons, because asking yes/no questions to get a description is boring and takes the wind out of your sails.
With respect to other tools:
I usually find a tool that I want to play with (like Creature Crafter or Ruins of the Undercity) and run a session that really uses that tool (like a plot based on a creature made with the Creature Crafter). Other times, I just grab what I need when I need it.
Totally agree with both of these gentlemen. Pick one inspiration generator (Rory's Story Cubes, Tarot, a custom encounter table, word list, etc) and one oracle (I'm a fan of the GME, but visit Die Heart for a great list.) The consistency will make your decisions easier and faster when you get familiar with the tools. You can always switch or create a custom tool if those don't work for you.
ReplyDeletePick as fancy suggests for me, but I do try to stick to one or two tools at any given time.
ReplyDeleteIf I try a new tool, I tend to do a new mini adventure to use it with.
I like to set rules up front before I start! I'm not averse to making tweaks as needed, though, especially when it comes to places I misunderstood the rules or didn't compensate for solo enough.
ReplyDeleteSometimes this is by session (my record for fastest rules change is popping open an indie pdf and a fresh Pythia game, then realizing immediately the pdf was based on ritual phrasing and wasn't going to work for solo) but much more often it's by campaign.
The biggest thing to keep in mind is there's no one to please but yourself. Don't like tracking Chaos factor? Give up on it, play a few scenes, switch back if you like.
I don't think there's a gold standard for soloing, just "a really good idea of what you enjoy". And it's different for each of us.
Seems to me from your post that you're no longer a white belt in solo-rpg-fu (or is it "do"?). Either way, if it's OK with the council of gentlemen here, I'd like to promote you to black belt since you're ready to start tinkering, grasshopper.
ReplyDeleteIn all seriousness, tinkering seems like the natural next step for people who have tried various systems and are looking for something more. Before you do it, though, you might want to check out +james smith's CRGE-Kai, for example, which is a mashup of Mythic and CRGE, if I remember correctly. That might give you some ideas or inspiration.
Solo role player level one = trying out a bunch of different engines, toolkits, and tools.
ReplyDeleteSolo role player level two = Frankenstein-ing the bits and pieces you like the most into your own toolbox.
Solo role player level three = Making your own tools...
Omari Brooks Oh, totally. I was looking for you all to help with some power-leveling :D
ReplyDeleteno option paralysis if you have 2 options (A & B)
ReplyDelete;)
I kind of just do whatever. I choose a game system & basic story premise. If I'm totally stumped on something I'll throw a few story cubes or use Adventuresmith to help me along. If I already have options I use Miso to determine which happens. That's just me tho, everyone else has had some good things to say too.
ReplyDeletePart of the fun of a solo RPG community is discovering all the different ways that people play and create.
ReplyDeleteI have a handful of tools that I always use when certain situations arise. Sometimes I mix a new one in or try switching one out, but my default group remains the same, which really cuts down on paralysis. It did take a while to get to this point, however.
ReplyDelete