Hot answers tagged solo
This is ultimately a word game. The trouble you will always run into is that no one is "in charge" of the phrase "Role Playing Game," and therefore people can define it however they want. The people you are talking to define a Role Playing Game something like this: Governed by rules. Has roleplaying. Involves interaction between multiple players. By ...
Well, Tunnels and Trolls, produced by Flying Buffalo, has a series of adventures that are designed specifically for a single player. They're similar to Choose Your Own Adventure type books, but you have a character that has stats that you roll for, you equip them by purchasing equipment, and then, when adventuring, you roll dice and try to defeat monsters, ...
I just remembered something: How to Host a Dungeon, a solo game of dungeon creation where you build a dungeon through its history from the dawn of time.
If you're OK with a solo RPG which is extremely depressing – moreso if you don't have a group – there's Hikikomori, which is about a social phenomenon in Japan where young men become shut-ins. The author's own words on how it walks the fine line between RPG and simply writing fiction: [T]his game is a “solo RPG,” which admittedly is kind of an oxymoron. ...
Emily Care ran a contest, the RPG Solitaire Challenge, which invited people to make solo RPGs. Many games were written and submitted, and the results were judged to find winners and honourable mentions – so it even answers the "which are good?" part of your question. Emily Care's introduction to the winning entry nicely encapsulates the idea of a solo RPG ...
Sure man, You can get a bunch here. http://dwarfstar.brainiac.com/ds_index.html The only one I've tried so far is Star Smuggler. It was pretty good.
The Dresden Files, Your Story contains rules for City Creation which can be done by only one person. It's a pretty sophisticated system which can be used to create a city for any period and any setting without much work involved. Unlike How to Host a Dungeon it does not have a form of an actual game though, but it is a very broad tool.
No one can actually point you to evidence, or reasoned argument for this, because it doesn't actually exist. The argument is made on assumptions, assertions, and shifting goalposts, often with a fair amount of the "No True Scotsman" argument thrown in. But! What might be more useful is to go over some of the reasons people think this way, so that you can ...
Traveller's Merchant System is known to be fun for Solo Play. Roll up a sector, make a ship, and go try to make a profit!
Gah, trying not to self-promote but I wrote a game to address this challenge. It's called The Plant and it was an entry in a contest where "solo RPG" was the restriction applied to me. It borrows elements of Jackson Tegu's The Smoke Dream, Choose Your Own Adventure, and structured freeform play.
As someone already said the old Red Box D&D had a solo adventure in it. WOTC have brought that back to life with the "Essentials" range for 4e in The Essential Dungeons & Dragons Starter, and it's very cheap too. However, for something a bit more detailed, take a look at the solo adventure for 4e written by Chris Sims called "Dark Awakenings", but ...
Here's a nifty set of charts for playing Traveller on your own. I have had a lot of fun with it.
I recommend procedural content generation. As in make random tables to fill your world make rules to make it behave and interact with itself then create a slice of "world" explore and interact with it keep a blog so people can read about it and play it :) It's what a roguelike does. I'd start with generating some cities and some goods to be traded. ...
There are at least two alternatives, both of which I have enjoyed greatly. The first is Choose Your Own Adventure, which haven't been in print for years, I think. As a medium, they were just one step less railroady than novels, because you could pick one or two given branches. You couldn't say, "None of those options is what I'd do here!" and explain your ...
One system that I think is great for this is the Mythic Game Master Emulator. I find that I can use it to generate not only a plot for a solo off the cuff adventure, but also generate the details of a world and its NPCs as I do so. By the time I am done playing my solo session (even if all I have is a couple of scenes), I feel like I have a living world that ...
Mongoose has republished the "Lone Wolf" series which is a more-RPG-ey choose your own adventure kind of solo RPG deal. They also published a "normal" d20 conversion of the books into a multiplayer RPG.
There are a number of techniques people have used with the Mythic GM Emulator with some success: 1. Use Mythic to rewrite the adventure. If you want to play as a PC through the adventure but don't think you can separate player knowledge from character knowledge, try this option. Treat the module as rumors the characters may have heard, or dreams they may ...
You might also check out Jackson Tegu's The Smoke Dream, which is unfinished (another version is eventually forthcoming, we hope) but very promising as far as solo play is concerned. You wander through and interact with bits of this surreal mansion-y setting, based on draws from a standard playing card deck. Very much like a tabletop version of those old ...
DestinyQuest has not been mentioned. I played through the first one and it really was great. I've played Fabled Lands and a bunch of T&T solos and I think DQ is probably on top of the pile. I got a solid 5 hours of game play out of it. I think Mythic can work really well if you imagine you're playing with a very logical and balanced GM who follows the ...
The Doctor Who Solitary Story Game is similar to Barbarian Prince (Dwarfstar Games) in design; it is more than a choose your own adventure while still not requiring all the creative headbanging of a mythic-style, solo RPG. It feels like a very open world with very different possibilities each time you play. There's a huge amount of content for that game.
Similar to the Dwarfstar games, check out Dark City Games and The Fantasy Trip. The rules are free, light, and flexible. The adventures cost money but there are a couple of free, introductory adventurers.
Personally, I suggest two options: Chronicles of Arax, which has a free core rulebook that has a starter adventure that I personally like. It also has really cheap supplements that you can add on to that, and you can get a bundle of stuff for it containing 5 adventures, more gear, and several character classes for $7.50. I also recommend Zombie Death Town, ...
Traveller would be a decent choice, since you roll up planets randomly, you're discovering a lot of new stuff. FASA Star Trek has the same characteristic, in terms of coming across weird planets with weird life forms. I think exploratory space sci-fi is one of the best fits for solo play as you're creating the world as you go, and then have something to ...
You might want to take a look at Microscope. It may be too generic / not solo enough for your tastes, but otherwise fits the description to a tee. Some gamers have already used it for this very purpose, too.
Yes Solo Tabletop Roleplaying Games exist. As already mentioned the Dwarfstar games are excellent especially Barbarian Prince. However unfortunately they are not being supported or sold anymore (except for a small treasure on ebay). I created a Solo Tabletop Roleplaying Game back in 1987 which incorporated elements of everything that has been mentioned ...
I was about to suggest "The plant", but I see that Jason Morningstar himself already told you about it :) I would like to add a suggestion: Fiasco, by the same Jason, although designed for 3-5 people, works and generates a lot of fun even solo. You'll have to be a little more random in the choice of the details of the relationships etc., but it will force ...
The following RPG's have specific solo modules: James Bond 007 RPG (On Her Majesty's Secret Service), Call of Cthulhu RPG (Alone Against The Wedigo, Alone Against The Dark), Star Wars RPG (one in Rule Book, several in various magazines e.g. Challenge mag), D&D Basic RPG (X-1 was solo also I think).
Maelstrom has at least an example solo-play introduction adventure in the rulebook.
I'm not sure what you mean by an RPG. Because to me, the quintessence of RPG is the interplay between GM and player. So once you lose that, you are left with...what? CRPG style go-here-kill-that CYOA branching decision, Boardgames like: Arkham Horror or Pocket Dungeon There were some good compromises between CYOA and RPGs back in the day - mostly, ...
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