Im planning on doing a little solo - yes that's solitaire, meaning just me - roleplaying this winter. Im considering a traditional fantasy setting but would like something gritty, maybe a little dark -Any recommendations?
Notables excluded : Any version of D&D, Dragon Age, anything Savage Worlds
Oh, and I have a system I use whereby I play solo so the game your recommend does not have to accommodate solo play. (If any but Tunnels and Trolls even do)
Thanks in advance.
I would go with Warhammer Quest (RPG-esque boardgame) for convenience of solo play, Warhammer Fantasy if you're looking for a better RPG experience.
If I understand correctly, you don't care about the exact setting, you just want grittier rules than D&D?
Try The Fantasy Trip or one of its clones.
Actually I think it's the opposite, he has the rules that allow for solo play, like something combined with Mythic GM Emulator or whatever. He's looking more for a setting that's dark.
WFRP
Shadows of the Demon Lord
Midnight
The One Ring (Middle Earth between the Battle of Five Armies and the War of the Ring)
Might want to look at some European Games, too
Yggdrasil (Viking mythology is pretty dark)
Symbaroum
Shadows of Esteren
Dragon Warriors
I would recommend Shadow of the Demon Lord (http://schwalbentertainment.com/shadow-of-the-demon-lord/). Its an homage to WFRP, with a smattering of D&D concepts. Its well designed and has plenty of adventure and supplement support.
Tell us about your solo rules?
Also, why solo?
I'd also recommend Warhammer Quest.
If you want gritty, look at RuneQuest.
Grimdark was coined a term in the Warhammer community for a reason. That said, I've never even read the rules for the RPG setting because I always thought it was trying too hard to be grimdark. I don't know if you can find it anymore, but Green Ronin published a campaign book based on Glenn Cook's The Black Company series. Wizards and gods are pretty much the only things that live in that world. Everyone else has a hard and short life.
If you already have a setting, Runequest or LotFP.
If not, WFRP or Shadow of the Demon Lord.
Thanks, let me do some checking around.
Why solo? I've got very limited players abd scheduling only allows one game running. I feel like playing something different along side our campaign.
Quote from: rgrove0172;912856Im planning on doing a little solo - yes that's solitaire, meaning just me - roleplaying this winter. Im considering a traditional fantasy setting but would like something gritty, maybe a little dark -Any recommendations?
Notables excluded : Any version of D&D, Dragon Age, anything Savage Worlds
Oh, and I have a system I use whereby I play solo so the game your recommend does not have to accommodate solo play. (If any but Tunnels and Trolls even do)
Thanks in advance.
Check out ZWEIHÄNDER Grim & Perilous RPG over on Kickstarter (https://www.kickstarter.com/projects/grimandperilous/zweihander-grim-and-perilous-rpg). It's a Warhammer Fantasy Roleplay retroclone (http://grimandperilous.com), made "world agnostic", so you can adapt it to any dark setting: a dark reflection of the Thirty Year War, stories set in the novels of
Lies of Locke Lamora, a
Song of Ice and Fire, adventures set in the world of
The Witcher, grim stories of
The Black Company and more!
I'm not much of a BRP fan, but I really liked the implementation of it used in Stormbringer. Later version, Elric! not so much.
But while it's just rules, I think The Fantasy Trip works pretty well for solo games, and Dark City Games (http://www.darkcitygames.com/) has a bunch of adventures for it (via their clone of the system)
Symbaroum
Shadow of the Demon Lord
Quote from: JeremyR;912909I'm not much of a BRP fan, but I really liked the implementation of it used in Stormbringer. Later version, Elric! not so much.
But while it's just rules, I think The Fantasy Trip works pretty well for solo games, and Dark City Games (http://www.darkcitygames.com/) has a bunch of adventures for it (via their clone of the system)
The TFT microquest GrailQuest is fairly dark and quite well done, and designed with solo in mind. I'd say TFT's combat system is very good for solo play because the map-based play poses situations to deal with each turn, which works well for solo play as long as you don't mind moving for the opponents too.
The combat system makes TFT inherently pretty dark, with plenty of death and grim decisions.
An image that I think conjures this well, from TFT Melee:
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Isn't "fantasy rpg solo-play" called daydreaming? What am I missing here?
Edit: or are you talking about ONE player and you're GMing? LOL right? right?
Quote from: tenbones;913026Isn't "fantasy rpg solo-play" called daydreaming? What am I missing here?
Edit: or are you talking about ONE player and you're GMing? LOL right? right?
Yes, no LOL necessary I absolutely am talking about one player, same as GM, same dude - me.
Is that such a weird concept? Roleplaying Game = a game wherein you assume a the role of a fictional character and make choices for them... you can do that just fine by yourself. The role of a GM is to present the setting, provide for NPC interaction and manage the action.. again, easily done by yourself.
Now I personally maintain a log of the story as it unfolds - something between a few notes and an actual literary work, but that's optional. It helps me focus on what is actually presented in the game rather than just... day dreaming, as you say. It also makes for fun reading later.
The real joy of solo RPing is the pace. You can move as fast or as slow as you like. Game system really complicated and your a novice? So what, take a few minutes to brush up on that obscure rule, or an hour...or take a break and read it in bed tonight and pick back up tomorrow. So what? Its up to you. Come upon an intricate scene with lots of character interaction and complex social mechanics? Take your time, script the dialogue as carefully as you like.
Ill be honest, the result is often more rewarding from a story/drama aspect than regular multi player gaming where personalities, timing, distractions and the GM's constant pressure to hurry are often the cause of rushed scenes, overlooked rules, and missed opportunities.
How many times have you looked back on a game and thought - "Damn, if I had that to do over again I would have.." well, playing solo you can if you want.
I utilize a modified version of the Mythic system handle my randomization and whatever game system I happen to be interested in at the time. Ive been able to play several games that would have sat on my shelf otherwise for lack of group interest or time.
Its also great for fleshing out the setting. Normally, in a game with others, if they choose to go in a direction you don't have anything planned for you are forced to wing it (sometimes works, sometimes not so much) or call the game and play catch up. (Not fun for players) Playing solo you just lay aside the character sheets and start working on that next locale. When you've generated what you think you will need, step back into game mode and continue. I find the quality of the locations, NPCs and plot plugs to be better than what I typically present in a regular game because I have time to consider them and can stop on a moments notice and improve them.
"Hmm, the idea of this sunken ship sounded good at the time but now that I think about it, it should be more accessible, maybe hung up on the rocks. ((( Pull up description of ship, edit as necessary)) OK, now the characters see a wreck, fetched up on the rocks across the beach at low tide."
Anybody scoffing should really try it. Its a great way to hone your skills and play at weird hours when players aren't available.
Quote from: tenbones;913026Isn't "fantasy rpg solo-play" called daydreaming? What am I missing here?
Edit: or are you talking about ONE player and you're GMing? LOL right? right?
Solo gaming isn't exactly a novel concept. Of course, if it's not randomized or a published "Choose Your Own Adventure" type thing, I'd say just write a novel instead.
Quote from: Harlock;913033Solo gaming isn't exactly a novel concept. Of course, if it's not randomized or a published "Choose Your Own Adventure" type thing, I'd say just write a novel instead.
Well of course its randomized but need be no more so than a typical RPG session (see http://www.therpgsite.com/showthread.php?35007-Preplanned-and-Spontaneous-Worlds)
Writing a novel and playing solo are completely different experiences. As a struggling writer myself I cant even compare the two. Writing is work - playing is, well - PLAY... all the creative fun without all the nuances and challenges of producing something that might be published. I can generate perhaps a one or two good pages of type per hour when writing. When playing I can whip up 10 or 15 easily. Quality drops of course, but the intent isn't to write something its to record what happens.
So we don't get off track here, Ill start a new thread on this very concept.
http://www.therpgsite.com/showthread.php?35030-Solo-RPGing-Yeah-that-means-by-your-self&p=913049#post913049
Quote from: rgrove0172;913043Well of course its randomized but need be no more so than a typical RPG session (see http://www.therpgsite.com/showthread.php?35007-Preplanned-and-Spontaneous-Worlds)
Writing a novel and playing solo are completely different experiences. As a struggling writer myself I cant even compare the two. Writing is work - playing is, well - PLAY... all the creative fun without all the nuances and challenges of producing something that might be published. I can generate perhaps a one or two good pages of type per hour when writing. When playing I can whip up 10 or 15 easily. Quality drops of course, but the intent isn't to write something its to record what happens.
So we don't get off track here, Ill start a new thread on this very concept.
Nuance is lost sometimes. I started with "novel concept" and made a quip about writing a novel to close. Obviously, it was a bad joke. Not saying it should have been obvious to you, but rather any joke you have to explain is obviously a bad one.
Quote from: Harlock;913045Nuance is lost sometimes. I started with "novel concept" and made a quip about writing a novel to close. Obviously, it was a bad joke. Not saying it should have been obvious to you, but rather any joke you have to explain is obviously a bad one.
No harm done. I responded mainly because Ive seen the same comment before (sans humor) over at RPG.net. Ive been crucified for even suggesting solo playing a few times as some kind of heretic.
Quote from: rgrove0172;913050...for even suggesting solo playing a few times as some kind of heretic.
That's tbp response to most suggestions, actually.
I went with Symbaroum guys, at least enough to order a copy and give it a look. Thanks!
GURPS 3E had a few solo adventures published. I remember some of them were Conan adventures.
Quote from: rgrove0172;913032Ill be honest, the result is often more rewarding from a story/drama aspect than regular multi player gaming where personalities, timing, distractions and the GM's constant pressure to hurry are often the cause of rushed scenes, overlooked rules, and missed opportunities.
Agreed. Traditional Roleplaying games are pretty lousy as a Story Creation Tool (without fudging and railroading that is), which is why the people chasing Story Creation at the table generally use a system with mechanics designed to that purpose and traditional roleplaying games are played for a different purpose.
Quote from: Exploderwizard;913817GURPS 3E had a few solo adventures published. I remember some of them were Conan adventures.
No solo adventures needed thanks, I can swing them on my own.
Quote from: CRKrueger;913837Agreed. Traditional Roleplaying games are pretty lousy as a Story Creation Tool (without fudging and railroading that is), which is why the people chasing Story Creation at the table generally use a system with mechanics designed to that purpose and traditional roleplaying games are played for a different purpose.
Wont argue with you there. I play each for different reasons and with different expectations.