I’m wrapping up work on two programmed solitaire
adventures, a 20th anniversary revision of my Trapped in the
Museum free adventure and a much more substantial science fiction
scenario, The Asturia Incident, each using the OpenD6
system. I enjoyed working on them. They offered a break from more
traditional roleplaying game writing and allowed me to have fun
exploring elements within each genre. Both serve as tutorial
adventures walking players through the skill-roll process in numerous
situations, though this proved a bit more difficult to adjudicate
thoroughly in the longer scenario. And while I’m thinking about
developing a substantial pulp-themed solo adventure (a sequel of
sorts to Trapped in the Museum), I feel I need some time to
cleanse my palate from the rigors of programmed solo scenario
writing. As entertaining as I hope the final product might seem,
writing a programmed solo adventure takes a great deal of creative
effort and has limited appeal in the roleplaying gamer market.
The form has disadvantages as well. Each skill
roll requires the developer to determine the effects of success as
well as failure. Experienced gamemsters do this on the fly at the
game table and often have a host of players helping to move the
action along. Adjudicating failure while maintaining the experience
for a single character can sometimes prove daunting, especially if
that leads to an entirely new story branch to develop. Providing
meaningful choices remains challenging: each choice requires another
entry to resolve (if not more), but one wants to offer readers enough
good choices so they don’t feel they’re railroaded along the plot
(whereas at the game table players can do what they like with their
characters, with anything possible, for the gamemaster to adjudicate
in the moment). The adventure path must meander long enough to
maintain the reader’s interest without resolving in complete
failure too early on. The programmed entry format may seem like it
offers great replay value, but it’s only as satisfying as the
reader’s interest in exploring the limited possibilities the
creator has mapped out.
These days I can’t help but feel like programmed
entry solo adventures and gamebooks are lumbering, near-extinct
dinosaurs. Sure, the classics still stand on their own – I’m
looking at you Steve Jackson’s Sorcery! and the Fighting
Fantasy gamebook series – and I have a few cherished standouts
on my solo gaming shelf: S. John Ross’ Ring of Thieves and
Noah Steven’s The Hounds of Halthrag Keep come to mind, but
I’m also fond of Merle Rasmussen’s Ghost of Lion Castle
for B/X Dungeons & Dragons. I like exploring solo tutorial
adventures in new rulebooks to help me learn both mechanics and
setting elements...goodness knows I’ve written enough of them over
the years. But I feel these are relics of a bygone era. Gamers seem
far more likely to indulge in free-form solitaire play within their
favorite game system using oracles, cards, dice, random tables, and
other methods to generate an adventuring environment and plot for
their characters to explore. Releases from the Old School Renaissance
movement (OSR) – such as
Ruins of the Undercity and the
D30 Sandbox Companion (among numerous others) – often
rely on pages of tables to lead characters into randomly generated
dungeons or hexcrawls (a format I briefly explored in Schweig’sThemed Dungeon Generator). Look around the interwebzes and you’ll
find gamers engaged in interesting free-form solitaire roleplaying.
My own explorations of Tékumel
through solo play (which I’ve discussed previously) have already
provided enjoyment beyond the programmed solo adventure format. As
contrived as Ironsworn might seem to me in its challenge
resolution procedures it certainly works for inspiring solitaire
play, all within the context of a grim setting with greater emphasis
on lone individuals fulfilling their quests (and I’ve heard the
designers are currently developing a solo dungeon-delving version
that has great promise). These provide players with greater latitude
in creating characters and choosing actions while offering fewer
limitations on the setting and scope of the story.
The programmed solo adventure format can only
offer brief originality in the face of individual player imagination.
Solo gamebooks provide limited play opportunities and an extremely
finite repeat play experience. I feel they work best in the role of a
solo tutorial adventure in a core rulebook where they can demonstrate
both mechanics and setting concepts during a meaningful play session.
(I’ve heard the recently released Starfinder Beginner Box, a
descendent of Pathfinder, includes a solo adventure.) As full
adventure experiences they remain novelties with limited appeal to a
broad player base.
That isn’t to say I won’t return to the format
as either a player or designer. I’m always keen on discovering how
other authors approach programmed solo adventures and I can rarely
resist exploring them when I feel the solo gaming urge. As a writer
the programmed format gives me the opportunity to create new game
experiences as if I were running them (in absentia) for a table of
live players, indulging in my favorite genres and encounter tropes
while imbuing the text with some of my own gamemaster style (such as
it is). As more of a setting and adventure developer I don’t get
the opportunity to create solo tutorial scenarios for new rulebooks,
though I’ve thought about developing one to demonstrate setting
elements; the lack of system – indeed catering to generic systems –
provides its own daunting challenge for task resolution. I’ve long
advocated programmed solo adventures for introducing players to new
rules and settings; solo games on their own, however, remain an
extremely niche market in the overall gaming landscape. My programmed
solo adventures remain personal vanities with little merit among the
greater gamer audience. While I certainly hope folks purchase and
enjoy my solitaire work, I have no doubts they’ll make little more
than a momentary splash in the vast galactic deluge of new, weekly
roleplaying game releases (if noticed at all). Solo roleplaying game
play is moving away from programmed adventures and toward more
free-form storytelling approaches; both offer entertaining solitaire
diversions, but the latter has greater current appeal and a naturally
longer play life for gamers.
Peter---
ReplyDeleteYou may want to check out David Konkol's Castle of Blackwood Moors @ https://www.amazon.com/Castle-Blackwood-Moors-David-Konkol/dp/1535373644
He gave me a copy at GaryCon a few years ago, and it's pretty good.
Allan.
Thanks for the suggestion, Allan. I'll have to put that on my "to acquire" list; looks pretty hefty!
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