Friday, February 2, 2018

So I'm new to tabletop gaming. My experience with gaming is limited to Jrpgs/Crpgs/Arpgs On pc and console. I've been gaming all my life and I've recently become interested with pen & paper gaming through a few classmates with D&D. Unfortunately, I'm a college student looking for employment, so I don't have much time to game. That's when I got curious about solitaire gaming. I did some research and it lead me to a GME called mythic. I purchased and read it in a night, the next day I picked an rpg rule set that interested me that I wanted to use mythic with, GURPS in this case, and started brainstorming a setting to play in. The more I wrote down and added to this fictional world, the more excited I got about running a campaign or short adventure in it. I also started wondering if I could integrate creative writing into this in some way, some way to record the events as they happen and where the narrative takes me, as well as role playing between my Pc's. Are there any tips you guys have for me in general when it comes to solo gaming? More specifically, role playing multiple characters?

3 comments:

  1. Tam H Do you think altering the rules of a given system is acceptable if it makes more sense to me, or if I want a more rules-lite experience?

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  2. waytodawn96 The more familiar you are with a system, the easier it gets. You might also want to find some pre-made stats for enemy types. You might also consider using more streamlined rules to start and adding more complicated ones once you get the feel for the flow of things. Maybe the GURPS Lite combat rules could speed things up: http://www.sjgames.com/gurps/lite/3e/gurpslite.pdf

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  3. Absolutely. I'm a huge fan of reducing the rules down as far as you need to to get a satisfying experience! I tend to look at just what I need to run the enemy for that specific combat, the absolute bare minimum to hook my character's abilities into.

    It really just comes down to the kind of experience you want, how crunchy you want things, and how easy it is to simplify the parts you're not as interested in. My experience with GURPs (totally way too long ago to be fair here) was that there's a lot of overhead for the GM.

    Me personally, I've gone over Apocalypse World style games so I can focus on the fiction. But there's a whole spectrum of options out there in between GURPs level of crunch and straight-up writing with dice, for sure!

    You might want to take a look at Scarlet Heroes, by the way. It's OSR/D&D, has a free rulebook, is intended for one or two heroes (or solo) and even I can remember all the rules for a combat (if I write myself a couple of notes, ha).

    And the nice thing about solo is you can change the rules, homebrew, houserule, fiat, change systems entirely (I have one hero who is on a fifth system) and the other players won't complain. :D

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