Solo RPGing

May. 5th, 2025 06:37 pm
lydamorehouse: (crazy eyed Renji)
 Last night I started a new solo RPG. It's called ALONE in the Wasteland: a Journaling Adventure to Find Your Character in a Post Apocalyptic World. So far, I'm enjoying it. To be fair, I'm only two rolls in and I had a bit of a false start, but, all the same, it inspired some really crazy science fictional dreams last night. 

I'm thinking about a way to suggest a panel on Solo RPGs at Gaylaxicon this year. One of the guests is an editor at Modiphius (Jim Johnson) who did a lot of work on Captain's Log, which is the Star Trek: Adventures solo RPG. I'd love to talk to other people who actually play these. I've played a number of them at this point. 
  • The Last Tea Shop (my favorite so far)
  • Flying Courier
  • A Faerie Court Visitation (which I tried to complete twice, and failed both times.)
  • Axe-Weilding Cleric
Most of them have been met with mixed success. I am, I'm discovering, picky. Part of my problem is that, as a writer, i want something that's more restrictive than a simple story or journalling prompt. Flying Courier was a disaster for me because it basically just asked you a bunch of questions and said, "Go." And, while I imagine that's absolutely perfect for most people, coming up with stories from full cloth is, in point of fact, my day job. So, I want something a little more structured. Otherwise it starts to feel less like play and more like work (for me!)

Meanwhile, I really wanted to love A Faerie Court Visitiation. The concept is very cool. Basically your hand has been pledged in marriage as a result of one of your ancestor's foolish deal with a fae creature. So here it is, however many generations into the future, and the promise has come due. The problem I ran into with this one is that some of the prompts were actually too specific.  At any rate, I like to be able to do the unexpected in my games, go where my heart wants to go.  Too scripted feels wrong, too. As an example, during my second attempt at this game, I pulled a Eight of Spades on what was supposed to be day 2 of this adventure. That card gave me the prompt, "After sitting through a long meeting in town at the faerie royal's side, you slump against a wall to catch your breath. Your eyes linger on the paintings and tapestries: perhaps there could be a passage behind one."  It was clear that the prompt wanted me to check behind the tapestries, but I didn't want to sneak behind the wall right now. As I wrote in my meta game colored pen: "It feels too soon in the relationship to be sneaking around."  Plus, it was a bit heteronormative? The author is careful to say "spouse" and "royal" and not be gendered, but was trying to play a young man, Finn, who got promised to wed a Faerie Prince. And Finn swooned/caught his breath a lot more than I would have thought he might as a dude.

Axe-Weilding Cleric also suffered from a sudden esclation that felt too early in the game. To be fair to that game, the point is to go crazy and chop people up, but I rolled the youth group and I was like.... mmm, yeah, I'll just end it here and not write up this particular carnage. I'd been having fun, previous to that at least, writing each journal entry as though I was in the confessional. 

The nice thing about Alone in the Wasteland is that the world has some boundaries, but they're not too prescriptive. So far, anyway. The prompts are a little "woo," being devided into Head, Heart, Hand, and Hope. But, whatever. 

I'm not sure how to distill all this experience into a programming item exactly, however. I'll put my mind to it. I mean, "What makes a Solo RPG Successful?" isn't terrible, though it lacks pizzazz. 
lydamorehouse: (ichigo freaked)
 First off, thanks to everyone who has volunteered to play Stay in Touch with me! I'm really looking forward to seeing how it all works. 

Since I had so much fun with The Last Tea Shop, I bought myself a couple of other short solo games in the same vein. With a small portion of my birthday money, I bought three or four of them. So far, I've tried two... with VERY limited success.

The first one I tried out is called Flying Courierhttps://magicalgurll.itch.io/flying-courier

I will admit that I loved the art and that largely influenced my desire to try this one. This game requires a tarot deck, two separate coins to flip, and some way, like a notebook, to record your adventures.

I never even got off the ground (like, literally, in terms of the delivery,) the first time I tried to play it. The problem, for me, is that it's too open-ended in terms of starting parameters. For instance, it was up to me to decide three major things: 1) how do I fly? 2) for whom do I work? and 3) how do you carry your mail?  

There's a vast difference between 1 and 2 and 2 and 3. 1 and 3 are on the same level. Both choices are, in a lot of ways, purely aesthetic. Maybe I'll go by broom ala Kiki's Delivery Service. Perhaps I'll fly on the back of a dragon. Maybe I carry the mail in a pouch of my own flesh, like some human possum. Perhaps I have a canvass bag. These choices are basically what we might call flair. It's like deciding if your character is an elf or an orc. Yes, it makes a difference to the game and how it might be played to some extent, but neither choice substantively changes the SCENARIO. Like, you can be an elf or an orc and still go rescue the princess. 

The second question changes EVERYTHING. It determines SO MUCH. It also requires the player to do a HUGE amount of world-building. And, sort of pushed this story, for me, into the realm of a story prompt rather than a GM-less RPG. Which, again, if that's what you're looking for, then this is the game for you. Having first played The Last Tea Shop, I was expecting a similar format where the scenario is mostly predetermined by the game with a rolled list for some flair options, etc. 

I didn't realize that I'd be stymied by that second question when I started playing, however, and the game does give you very light options for who you might work for like: your city, the post office, the crown, the revolution, someone else... so I was like, "Oh, huh, revolution sounds fun." Then, by chance the first scenario I pulled had these prompts: a storm, nobility, hidden, the dead of night, sneaking, a stone tower, a favor. Story ideas came to me, but they were full STORY ideas. It didn't feel like a game that I could just play lightly, you know? I started writing it, but I got bogged down wanting to have more sense of the larger world. Okay, revolution sure, but who are the two parties in opposition, etc. Then I just kept spinning out and writing did not come easily, in fact it ground to a halt.

The thing that was nice about The Last Tea Shop is that the environment was self-contained. You rolled for your environment. Sure, I didn't know who I was working for, but I had one job: serve tea to whoever came and ask them a question from the list. I had a limited number of teas to serve based on the ingredients I'd rolled. It was enough "boxed in," if you will, that I knew how to start and so the game came easily and quickly. I had some false-starts with that game, too, but it settled in much faster and felt more game like, then story prompt-y.

There's nothing wrong with Flying Courier, per se, I just found it to be less what I was looking for. 

The second solo game was slightly more successful, I just ran out of steam with it. I might pick it up again, honestly. That one was called A Faerie Court Visitationhttps://somewherewithstories.itch.io/a-faerie-court-visitation.

For this one you only need a regular deck of cards and a notebook or some other way of recording your sessions. The set-up is that your great grandmother (or someone in the distant past) made a pact with the fae.  In exchange for a favor, you would be promised in matrimony to a fey royal. The catch is that the favor was already granted. You get to decide whether or not to marry, but you are required to return with them to the fairy realm and be officially courted. (Technically, you can chose not to go, but this means the game is over before it starts,) This one had specific enough prompts that I felt like I could play it. I got three "days" into the adventure before pooping out. My problem with this one is that, by chance, I kept pulling diamonds and lower numbers and the scenarios were all happening in the morning along beaches, and I was like, uh... this isn't going anywhere. 

This one felt more solidly playable to me, however. If anything the situation was almost too restrictive. I kept wanting the gender of the fairy royal to be more open-ended, but the situations felt kind of heteronormative to me... although I don't actually think they were written that way, more that when I'd start to run them in my head they gravitated to me being the bride and the royal being the groom. 

I will probably try both of them again before I fully give up on them, however. 

I would recommend both, depending on what you might be looking for in a solo game, I have another one, a science fiction solo rpg which I may try next. 
lydamorehouse: (Default)
My notebook pages for the set-up for the Last Tea Shop 
Image: My notebook pages for the set-up for the Last Tea Shop,

Mason is taking a class on game theory and design at Wesleyan. He passed on to me this cute, little solo RPG called The Last Tea Shop. Solo role-playing is becoming kind of a hot thing right now. The Star Trek game that I've been playing for years just released a Solo version called Star Trek Adventures: Captain's Log, for instance. 

I will admit that when [personal profile] tallgeese first told me about Captain's Log, I was a little bit baffled. Like, how are you meant to play this? Do you just sit in a room and talk to yourself? Are you just thinking through the adventure, quietly, in your head? Or are you basically writing yourself a novel/short story? The answer is, of course, that you can do ANY of these things and probably there are other ways to play that I can't even fathom. 

I bought Captain's Log, but it seems... somewhat complicated and so I haven't tried it yet.  Even though tallgeese very patently showed me how he played and walked me through how it could be done. 

Having tried out The Last Tea Shop, I think I have a better handle now. 

The basic premise of The Last Tea Shop is that you, the player, are the proprietor of a tea house that exists on the road between life and death. You are the last homey house, as it were, before people fully cross over. This sounds like it could be a horror set-up, and, you could absolutely play it that way. I leaned into the Mushi-shi vibe? Where, like, it's a little spooky, but is mostly weird, but gentle. The player's guide, which is little more than a few pages, leads you into building your tea shop, first. You roll a single six-sided dice and choose things from a table of options. For my setting, I ended up with "a seemingly endless field of moss," but then when I rolled my list of ingredients (for the teas, because this is also, in part, a resource management game,) I decided that my tea shop had to be on a riverbank, with pine forest to the north and the misty, Other Side, on the opposite bank, to the south. 

Then you roll for your first customer, who comes down one of two paths, and you are given a set of questions to chose from (or you can make up your own) to ask them. You make them tea from your resources--there is a list of teas and their magical properties. You also roll for weather and "emotion" to give you a sense, maybe, of which tea might fit the mood.

Basically, you write yourself the story of how things go. You also get one ALONE TIME scene because, once per game, you are allowed to go on a foraging expedition to replenish your stock. I decided to do this before any customers arrived, because I wanted to have more tea brewing options. And, since I decided I was by a stream, I figured I could make the case that quartz hunting wouldn't be all that difficult.  I really enjoyed writing my fully solo adventure for some weird reason. Almost more than my interactions with the customers, at least AT FIRST. 

Interestingly, I initially wrote MYSELF, as I am, into the story. It was kind of just the easiest thing? But, by the second visitor, I realized that these were the NPCs. Ultimately, this story was ABOUT the tea shop owner and so I started to make up more of who I was and why I, specifically, was there.

At any rate, the game progresses as you roll for how many days pass between each visit. By chance, when rolling this, I got a series of sixes, so I'm already 3/4ths of the way finished. Once you reach 24 days or more a final scene is triggered. 

I was just texting with Mason about this, this morning, because the thing that is surprisingly clever about the way The Last Tea Shop is set-up is that because the game isn't done until you cumulatively roll to 24 (or more) is that by the third visitor, you start to decide somethings about your own world.  Like, because I kept having trouble matching teas to the rolled "mood/weather" I decided that my character was new to this job and kind of bad at it. So, when, by chance, my third roll landed me on a visitor with the title "Trickster," I decided this was the Management coming to test me.

Third encounter "The Trickster" whom I had appear as a raven.
Image: Third encounter "The Trickster" whom I had appear as a raven.

So, it's been fun. I haven't finished the encounter with the raven yet. It got late last night and, when you're writing out dialogue and scene setting, it takes time. But, I would like to play this all the way through and see what the ending brings me. 

The drawing and doodling is not required, but I decided it made things fun.

I have also been religiously crossing off my ingredients as I use them, since part of each encounter is deciding what to brew your visitor. (For the raven, for instance, I am making a drink called Rainbow Tea, which flashes pretty lights in the air. I'm hoping the raven will appreciate shiny gifts.) Because that drink requires a gingko leaf, I crossed it off my ingredients so that my next tea can't be the same thing. 

I am deeply surprised by how fun this is. But, I have to wonder if part of my enjoyment is that it doesn't take more than the tiniest bit of a nudge for me to start storytelling. I watched a YouTuber play this game, and she said something that seemed very true to my experience, too, which is that at some point worldbuilding just starts happening. Like, I decided that my character, the proprietor, has no tea cups. But, when visitors arrive, so does their tea service. So, for my second visitor, I discovered this set with gingko leaves was his grandmother's set.

His grandmother's set
Image: My weird brain deciding things.... in this case a doodle of "his grandmother's cup."

If you are wondering how to pass some long, quiet winter's evening, I highly recommend The Last Tea Shop (the link at the top takes you to a place you can purchase it for $5.) It has rules for two players, too, so you aren't REQUIRED to play it alone. 
lydamorehouse: (Default)
 What have I been reading lately?

You want to know? Do you? DO YOU, PUNK?

I have been flipping back and forth between this bad boy:

sta player's handbook
Image: Star Trek Adventures: TTRPG's Player's Guide

And a .pdf copy of Star Trek Adventures: Captain's Log, which is utterly fascinating because it proposes a concept I was unfamiliar with in table top role-playing games: Solo Play. The idea that you can just GM yourself a story. 

In talking it over a bit with [personal profile] tallgeese it sounds like there are a number of ways that people solo play. The book recommends a piece of paper to track some of your random rolls and a whole bunch of other details, etc., but, as tallgeese suggested, a person could just sort of read through the scenarios that are randomly rolled and let it be a full theater of the mind, if you will--a story that plays out in your head, just for you. Meanwhile, I told him that I could see .myself actually telling myself the story, out loud, with character voices, because I'm like that. It also sounds from the forums that tallgeese is on that a number of people will probably be using Captain's Log to generate fictional work of some form or another, not unlike my Sular stuff. 

Which is technically solo play, I suppose? (As is all writing) Although in that case I am drawing on characters and events generated by others in our gaming sessions, as a group. I see those little ficlets as extensions of the game that the six of us are playing.

If I sound at all skeptical or disapproving, I am decidedly NOT. I am a fan of play. I am the biggest fan of play of any kind. I think more adults should just write themselves into imaginary stories however they want to--daydreaming, playing out loud by themselves or with friends, writing things down, telling stories to people, doing scripted or improv theater, or following complex rules and rolling dice. It's all good. If I'm feeling anything about it, it's that I'm surprised and pleased that solo play is becoming an acceptable thing.

If nothing else, I now have an excuse when people look at me funny at the bus stop when I'm acting out scenes. I can just say, "Oh, sorry! Just doing a little solo RPG!" 

(I mean, that was always true? It just now has a name.)

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