I’m wrapping up one project – finalizing layout and waiting on
artwork for a system-neutral, medieval fantasy setting – so I’m
starting to look toward the next concept to bring to publication. I
have a long, oft-revised list of gaming ideas for development. I
prioritize these on a number of qualifications, including their level
of development and completion, size of expected complications, ease
of acquiring artwork and other graphic elements, and suitability for
various gaming markets. But I’m easily diverted from what might
seem the next logical project, preferring to channel my immediate
enthusiasm for an unexpected, exciting idea rather than slog away at
something that doesn’t quite engage me at the moment. Right now I
really should be reviewing and polishing material for an Infinite
Cathedral Patreon (something I’ve considered for quite some
time). So I’m naturally disappearing down the rabbit hole of an
entirely unrelated project to capitalize on my immediate interest: a
science fiction D6 solo adventure. Where the heck did that
come from?
With this project I’m looking to combine several elements I
particularly enjoy: the programmed, solitaire game adventure format;
themes I like from my own appreciation of science fiction; an
atmosphere evocative of GDW’s venerable Traveller (as
presented in the “classic” pre-Imperium little black books
edition); and a chance to flex my creative and game design muscles on
something different. It’s an attempt to reconnect with the joy and
satisfaction found in the process of creation (apart from the joy and
satisfaction in finally publishing a product). The format enables me
to provide a complete, stand-alone game experience without the need
for a ponderous tome of rules and massive setting
resources...something a gamer casually interested in a science
fiction adventure can pick up, scan the relatively simple D6
rules, and play in an afternoon (and revisit at their leisure to
explore other paths).
My love for programmed solo adventures is no surprise. I’ve
previously discussed the form and its relation to roleplaying games
in Hobby Games Recce blog posts like “Curling Up with Solitaire Gamebooks,” “Halthrag Keep Hits the Solo OSR Spot,” and
“Solitaire RPG Tutorial Adventures.” Goodness knows I’ve
written my fill of such fare, particularly solitaire tutorial
adventures teaching new players about the rules and introducing them
to a new game setting through a programmed scenario. I suppose I was
first inspired by this format in the second edition Paranoia
boxed set, in which a short solo adventure demonstrated both the core
rules and the dark, twisted reality of life in Alpha Complex. The James Bond 007 roleplaying game also included a solo
adventure, “The Island of Dr. No,” enabling readers to sample the
game rules and tone immediately. Certainly the solo adventure “Regina
Cayli” in Star Wars: The Roleplaying Game helped fuel my
immersion in that game by affirming my understanding of the intuitive
core rules concepts and giving me the instant satisfaction of getting
to play the game without waiting to prepare a scenario and gather
some gaming friends.
I’ve often wished some of the games I’ve enjoyed over the years
came with solo tutorial scenarios to better demonstrate rules and
setting concepts that took me more time and focus to digest. Having
such an adventure in Basic D&D (the Moldvay edition) would
have made comprehending the more esoteric rules far easier for a
complete roleplaying game neophyte than reading and re-reading the
rulebook non-stop over the course of an entire weekend. (I’m not
familiar enough with the Mentzer red-cover edition to comment on its
solo tutorial adventure, though I read/played it once or twice; no
doubt it would have accelerated my immersion in D&D.) Call
of Cthulhu could have benefited from such a scenario illustrating
its menacing tone and different play paradigm. Such innovative games
as Space 1889, Legend of the Five Rings Cyberpunk, and even
Traveller (published well before the concept of solo
tutorials) could have drawn me in faster if I could have played a
solo adventure right out of the box. The absence of solo tutorial
scenarios didn’t detract from my appreciation of these games; it
just meant I took a little longer to understand the rules (for the
most part), fully engage with the setting, and start playing right
away.
Designing a solitaire adventure – however long or tutorial –
presents numerous challenges and playful opportunities. By its very
format a programmed solo adventure limits tactical infinity. It can
only offer a finite number of actions and paths within the printed
pages (though electronic “interactive fiction” can offer a
seemingly less restrictive buffet of options through the command
system, as artfully and wittily demonstrated in S. John Ross’
Treasures of A Slaver’s Kingdom). This seems inimical to the
concept that “anything can be attempted” central to roleplaying
games. Yet the solo adventure format demands this compromise to
achieve other goals. To provide a scenario one can enjoy without any
other players – including a gamemaster – requires a programmed
script (tutorial or otherwise) that by its very nature limits player
choices by accommodating a set number of options at each decision
point. Designing a scenario under these constraints offers a
different challenge than, say, creating an open sandbox setting or a
dungeon crawl. Certainly skills useful in those other formats come
into play with solo adventures, but they’re overshadowed by the
designer’s main responsibility to create intriguing encounters with
all the possible logical player choices (and occasionally illogical
ones). I think therein lies an opportunity: a chance for me to
entertain the reader with options for relevant choices and a means
through which I can have some fun designing (and resolving) them.
I’ll see where this takes me in the coming weeks...and if my
enthusiasm for the project and format builds or fades. Part of the
challenge for me remains finding the fun in all of it, whether a
particular tone, indulging in my little “in jokes,” discovering
new options to explore with the setting and character choices, having
fun exploring a setting and game I enjoy...and hoping that enjoyment
eventually finds its way to ultimately infect readers with my
excitement for a good solo sci-fi adventure.