Solo or solitaire play appeared very early in RPG history, and yet I often considered it marginal or beta play. I certainly saw it that way until about 2010, especially the second round of Ronnies and the contest/event 01/01/11 organized by Em and Eppy. By then, I’d wholly revised my similar thinking about twosie play, so was more open-minded about solo play and was even working on Cathedral at that point.
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Justin Nichol and I continue our discussion, or training, regarding game design. This session (in 5 videos) delves into the way we talk / the way we roll. The topic shifts quite logically from whether & when describing things colorfully works, to gaudy and painful consequences of moment-by-moment decision-making.
Usually I wait a week to post Monday Labs, partly to get enough time to edit properly, partly to keep at least something on a regular cycle at the site. But this time I couldn't help myself, it's been only two days and here you go.
I've mentioned the "Escape from Queztec'l" solo adventure from my High Fantasy corebook a couple of times in recent videos, which prompted me to bust out some dice and play it. I was a player in a game about thirty years ago, but haven't tried this feature until now. I'm especially interested in it as a teaching device, for which the text is pretty explicit.
The one thing I regret is not making up twenty characters across seven game titles and launching into fervent play right away. This was so much fun.