I just published the 20th anniversary edition of Trapped in the Museum, a solitaire adventure gamebook I first
released back in 1999. Back then S. John Ross gave me his kind
permission and much-needed encouragement to use his Risus: The
Anything RPG game system for the brief pulpy tale of a college
student who suddenly wakes up in a dark, locked museum. Another
mutual friend, Shawn Lockard – who for a while hosted the WEDGE
West End Games fan website – maintained a site for me where the
free solo gamebook lived for a while. At one point I even printed
copies to give away at the few convention appearances I was making at
the time. It was all in an effort to keep my name and game design
reputation in the public eye in the hopes it might attract some
freelance writing work. It was the unintentional launch of a 20-year
independent publishing career.
Monday, June 17, 2019
Tuesday, June 11, 2019
Limitations of Programmed Solo Adventures
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.
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