I recently ordered a copy of S John Ross’ Ring of Thieves solitaire gamebook adventure thanks to
a 35%-off Lulu holiday sale (alas, ordered before they announced the
50%-off hardcovers sale...). When combined with memories of immersing
myself in game books – solitaire or otherwise – over the holidays
during my misspent youth, I can’t help having solo gamebooks on my
mind.
Frequent readers know how much I love
solitaire game adventures, especially those included in roleplaying
game rulebooks to help teach both the system and setting. Solo
gamebooks offer a complete, self-sufficient play experience without
reliance on or eventual transition to a full set of game rules in a
vast, tome-like rulebook. They can scratch some of the itch for
traditional roleplaying activities – a lone hero trying to overcome
numerous obstacles in an adventure – but might seem limited by
their streamlined game mechanics and programmed format (though that
still provides a good degree of replay value as players explore
different choices and meet various ends...). I realize the programmed
game experience isn’t as freeform or unexpected as some other solo
roleplaying game options available today, particularly those
pioneered by a small but dedicated core of solo gamers exploring new
tools and techniques. Like roleplaying games, solo gamebooks balance
rules and story, though they employ printed text to describe
situations and streamlined game mechanics to resolve conflicts. I’m
not saying one kind is bad and the other good – people (even
designers) have their own tastes, projects have their own parameters
– but the product and the experience it delivers (intentionally or
otherwise) can vary between storytelling and game.
