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Best solo RPGs?

Whizbang Dustyboots

Gnometown Hero
Started playing Colostle daily in February. Its prompt generation system reminds me of getting a Tarot reading (I say, as a person who's never actually gotten a real Tarot reading). It's pretty straightforward and the setting has just enough information to give me a lot of ideas without putting too many limits on them.

I'll probably post this first adventure in March, when I play to wrap this first run through up.
 

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Reynard

Legend
Supporter
I have been reading The Elusive Shift and I was surprised to see that solo RPGs appeared very quickly after D&D, only to be made redundant by the home computer revolution. It's interesting that despite an essentially unlimited number of CRPG options of different styles,solo TTRPGs have made a comeback.

For my part, I haven't played any but I really, really enjoyed watching Me Myself and Die playing Ironsworn in season 2.
 


For example, in 1976 Tunnels and Trolls released Buffalo Castle. And in the remaining four years of the 70s alone, Flying Buffalo put out a dozen solo adventures total. By the 80s, home gaming came into its own and in the entire decade Flying Buffalo put out only ten. Now, I think there's a desire to get away from electronic games and entertainments - with so much of our lives existing in front of a screen, there's an appeal to playing a game, even if it's by yourself, with just paper, dice, and pencil.

I have been reading The Elusive Shift and I was surprised to see that solo RPGs appeared very quickly after D&D, only to be made redundant by the home computer revolution. It's interesting that despite an essentially unlimited number of CRPG options of different styles,solo TTRPGs have made a comeback.

For my part, I haven't played any but I really, really enjoyed watching Me Myself and Die playing Ironsworn in season 2.
 



Autumnal

Bruce Baugh, Writer of Fortune
You can also use Mythic to play entirely freeform, which is what I've been doing in my latest Story Hour.
What kind of thing are you doing with it? I repeatedly tried and failed to get a good handle on the first edition, but some of they was on me and overly constrained thinking. Then I fell in love with HeroQuest 2e, and was better prepared to appreciate Mythic GME 2e. When I encountered the idea of just using it as is, the heavens opened opened up. I’ve been sorting through all my PDFs of RPGs where I really like the setting but some (or all) of the mechanics fail to spark joy, plotting out which to start with and possibilities for crossovers not calculated to appeal to anyone outside my head.
 


What kind of thing are you doing with it? I repeatedly tried and failed to get a good handle on the first edition, but some of they was on me and overly constrained thinking. Then I fell in love with HeroQuest 2e, and was better prepared to appreciate Mythic GME 2e. When I encountered the idea of just using it as is, the heavens opened opened up. I’ve been sorting through all my PDFs of RPGs where I really like the setting but some (or all) of the mechanics fail to spark joy, plotting out which to start with and possibilities for crossovers not calculated to appeal to anyone outside my head.
Running a campaign of a character and setting my group created long ago but never got around to playing.

Because the character had been created in Mutants & Masterminds, I have a very clear idea of his capabilities, which helps guide me when asking questions and setting probabilities using Mythic. But I'm not using actual M&M rules at all, just Mythic.

The story hour is here.
 


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