I really did mean to set aside work on programmed
solitaire roleplaying game adventures after finishing The Asturia Incident. Even during that project I briefly detoured to revise
my old Trapped in the Museum solo scenario for the OpenD6
system on the occasion of its twentieth anniversary. After those
forays into solo adventure gamebook writing I’d wanted to return to
my long-neglected Infinite Cathedral project: a medieval
roleplaying game setting bound to no particular game engine. And yet
I now find myself tackling the challenge of creating a system-neutral
programmed solitaire scenario. At least it’s serving as an
introduction to the Infinite Cathedral and will hopefully fuel
my enthusiasm for the main project ahead.
Frequent readers know I enjoy solitaire games of
many kinds. Working on The Asturia Incident scratched several
of my creative itches: the urge to work on a longer solo gamebook;
channeling inspiration from science-fiction sources I admired; and a
chance to develop game material using the OpenD6 system.
Revising Trapped in the Museum also satisfied some of these
desires. Neither one proved terribly fulfilling in the category of
sales – I’m slowly resigning myself to accepting the reality of
various related issues – but I found them personally
satisfying...and if someone else enjoys them, too, well, that’s
icing on the cake. After completing these projects I had intended to
return to development and writing on The Infinite Cathedral, a
system-neutral medieval roleplaying game setting I’ve had
percolating in the back of my head for years.
The project has meandered through several formats
in my head and on paper (so to speak): first a traditional sourcebook
only, then as a possible core book with subscription supplements
structured for a Patreon release; then back to the introductory
sourcebook with additional short releases – folios or treatises,
depending on the length – building on that foundation. The work
isn’t simply reformatting and reorganizing, it’s coalescing old
versions of chapters into one text and revising the whole into a
single “Seeker’s Primer” core setting book. Along the way I’m
engaged in lots of revision and self-editing, exploring new ideas
that developed since I last looked at sections, and reevaluating how
I present core information. I’m still a long way from either
completion or being happy with much of it.
My work took a further detour when I decided to
revise the brief “Isle of Vintares” setting and put it together
as a test for graphic design and formatting intended for The
Infinite Cathedral. As usual, the response and feedback to that
project has been uninspiringly minimal, even if I personally felt the
result worked well and proved a solid dry-run for future Infinite
Cathedral layout.
And now I’ve diverted again, though at least I’m
working on content related to The Infinite Cathedral. The
short solo adventure I’m creating drops player’s low-level
medieval fantasy characters right into the unfamiliar setting. Right
from the start they begin their explorations, interacting with some
of the denizens and trying to figure out the “rules” of their new
environment. It’s helping me focus on core setting themes:
displacement and isolation, survival, exploration. I’m also finding
enjoyment in exploring more whimsical choices and outlandish
interactions, most reflecting the setting’s more unpredictable
aspects. Few things make me smile like when I write a solo adventure
choice such as “You try talking with the goats (go to 15).”
I’m revisiting the way I present and format
programmed solitaire adventures, a notable challenge since – unlike
solo tutorial adventures meant to both introduce a setting and
demonstrate a particular game’s mechanics – I’m working without
the framework of an established rules system. I’m often faced with
how to present rules functions with language generic enough to cover
most fantasy roleplaying games without referring to a specific one,
yet clear enough so readers know how to navigate it with their
preferred game engine. For guidance I’m referencing a few
system-neutral adventures, though many still refer to core game
concepts like saving throws, ability checks, and armor class. But
overall the process results in me agonizing over wording until I find
just the right phrase.
It’s easy for me to lose myself in solo
adventure writing. In a way it’s like gamemastering, albeit in
advance and in absentia. I
have some basic story elements in mind, a few potential scenes to
play out, and larger goals in terms of atmosphere and theme. When
designing a
setting one
presents elements gamemasters
can use in crafting adventures, providing a host of story ingredients
to use and modify in different combinations. Like gamemastering,
programmed scenario writing
focuses on specific player
and character experiences incorporating
setting components. It allows
me to flex my creative abilities, occasionally indulge my mischievous
nature, and map out possible courses of action and their
repercussions (though certainly the programmed solo adventure format
severely limits any illusion of tactical infinity).
I realize I’m diverting myself from a greater,
more challenging task. Yet I feel the Infinite Cathedral solo
adventure serves both as an introduction for readers as well as a
warm-up for me, stretching my creative muscles and inspiring me to
tackle the setting sourcebook...and beyond.
You can always try to do the same as Dean from Cthulhu Reborn with their Dateline Lovecraft line of books. They create first a source for adventures and after it sells X units, they create another addon to this, and so on, and so on. Maybe this is a way to publish things? My two cents only...
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