Showing posts with label Choose Your Own Adventure. Show all posts
Showing posts with label Choose Your Own Adventure. Show all posts

Tuesday, December 23, 2014

Curling Up with Solitaire Gamebooks

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.