Single person play which is really play, not merely following textual cues and options, has been developed since the 1970s, but became a dedicated design topic in 2010-2011. Share experiences and help investigate its properties.
The slow burn topic on my mind lately is randomization, for any and all ways it’s been employed in role-playing. As Justin and I discussed in the Design Curriculum series, solo games provide a useful comparison in terms of randomizing mechanics. In Aleksandra Sontowska’s The Beast, play is run simply through answering questions on cards, […]
At this point, we needed to do three things at once. First, to make sure we filled in any missing points or caught up with anything Justin wanted to revisit; second, to lay down some important points about design as a process, as I thought we’d maybe strayed into play-theory at the expense of the […]
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, […]
… Has This Been Goin’ On? Alternative equally music-meming title: My Only Friend, the End. Or, wait, how about, Stop! In the Name of What? This is about how long we play, in real time. It can refer to the length of a session, how many sessions relative to a given fictional situation, how long […]
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 […]