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Any one do solo play?
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<blockquote data-quote="Luce" data-source="post: 5853977" data-attributes="member: 29760"><p>Yeah done that for few years. </p><p> Let me first start with the explanation that I had my introduction to RPGs with gamebooks and strategy games. My favorite ones from the first category were "Way of the Tiger", which is based on the author's 1e AD&D campaign, and Bloodsword, which is 1-4 player group book. The tactical game-books well, in essence you can think of them as stand alone modules which include the rules.</p><p>The point is that early on I learned to suspend my OOC and immerse into the character(s) in order to be able to enjoy the same story multiple times. It was not that hard, I like reading and was already doing very similar thing while re-reading books. It is not that I do not remember the book, just get swept into the story and emphatise to the moment. </p><p>Then I moved to the States. No car, no bus, a some of catching up to do due to language. I met few players in HS, but the closest one was living some 40 miles away.</p><p>So I played alone. Got me a 2ed intro box and latter DMG (and later the same for 3ed). For years bought and run Dungeon magazine modules. </p><p>To avoid the temptation of DM knowledge I play as I read (meaning I do not read the modules before running them). Lets say the PCs reach a fork in the road, I make the decision which way they go (and how they prepare) before reading the description of the corresponding area.</p><p>As far as running several characters at once, well it takes practice but at the same time DMs do run a lot of things already (NPC, environment, plot).</p><p></p><p>Positives:</p><p>+Faster play. [except for very heavy rules games]</p><p>+No rules lawyers. </p><p>+Party cohesion. I do try to make the personalities distinct and engage in occational in character discussions. But it never can get into a logjam, if a in-party conflict feels like it would mire the game I can always decide to move on.</p><p>+No miscommunication. The PCs see exactly what the DM images.</p><p></p><p></p><p>Negatives</p><p>-Less spontaneous RP.</p><p>-Did not get to practice describing scenes or dealing with dissenting players.</p><p>-Limited to modules others have written [but then again as stated above I have no problem running the same adventure multiple times-though preferably with different groups]</p><p>- Very heavy rules games or large parties can actually slow the game, until you have a lot of practice with the system (WOD, Hero, D&D with five different types of casters)</p><p></p><p>Learning to solo play can be a useful skill. As mentioned above one use is to test how a (published) module or even a new gaming system feels from first point prospective. Another use is to keep you entertained and thinking about the game in a game dry period. Lets face it, IMO as we grow older many players (including DMs) have less time to play and scheduling conflicts occur more often. If the game gets canceled 2 times in a row I grew detached and reactant to continue. Even with the wanders of technology I think many still prefer to have a vis-a-vis interaction with their fellow gamers, however due to many factors including the economy people tend to move around to follow the money and put in (even more) extra hours to keep their jobs (or work a second job). The point is group do break up or meet less often then they used to... And I need my gaming fix. Sure I can play a CRPG, which I do and have fun doing, but that is a fun in different way then table top games are. So I still occasionally do solos.</p><p></p><p>And the most important question:"Was it fun running a solo game?"</p><p>It was for me.</p></blockquote><p></p>
[QUOTE="Luce, post: 5853977, member: 29760"] Yeah done that for few years. Let me first start with the explanation that I had my introduction to RPGs with gamebooks and strategy games. My favorite ones from the first category were "Way of the Tiger", which is based on the author's 1e AD&D campaign, and Bloodsword, which is 1-4 player group book. The tactical game-books well, in essence you can think of them as stand alone modules which include the rules. The point is that early on I learned to suspend my OOC and immerse into the character(s) in order to be able to enjoy the same story multiple times. It was not that hard, I like reading and was already doing very similar thing while re-reading books. It is not that I do not remember the book, just get swept into the story and emphatise to the moment. Then I moved to the States. No car, no bus, a some of catching up to do due to language. I met few players in HS, but the closest one was living some 40 miles away. So I played alone. Got me a 2ed intro box and latter DMG (and later the same for 3ed). For years bought and run Dungeon magazine modules. To avoid the temptation of DM knowledge I play as I read (meaning I do not read the modules before running them). Lets say the PCs reach a fork in the road, I make the decision which way they go (and how they prepare) before reading the description of the corresponding area. As far as running several characters at once, well it takes practice but at the same time DMs do run a lot of things already (NPC, environment, plot). Positives: +Faster play. [except for very heavy rules games] +No rules lawyers. +Party cohesion. I do try to make the personalities distinct and engage in occational in character discussions. But it never can get into a logjam, if a in-party conflict feels like it would mire the game I can always decide to move on. +No miscommunication. The PCs see exactly what the DM images. Negatives -Less spontaneous RP. -Did not get to practice describing scenes or dealing with dissenting players. -Limited to modules others have written [but then again as stated above I have no problem running the same adventure multiple times-though preferably with different groups] - Very heavy rules games or large parties can actually slow the game, until you have a lot of practice with the system (WOD, Hero, D&D with five different types of casters) Learning to solo play can be a useful skill. As mentioned above one use is to test how a (published) module or even a new gaming system feels from first point prospective. Another use is to keep you entertained and thinking about the game in a game dry period. Lets face it, IMO as we grow older many players (including DMs) have less time to play and scheduling conflicts occur more often. If the game gets canceled 2 times in a row I grew detached and reactant to continue. Even with the wanders of technology I think many still prefer to have a vis-a-vis interaction with their fellow gamers, however due to many factors including the economy people tend to move around to follow the money and put in (even more) extra hours to keep their jobs (or work a second job). The point is group do break up or meet less often then they used to... And I need my gaming fix. Sure I can play a CRPG, which I do and have fun doing, but that is a fun in different way then table top games are. So I still occasionally do solos. And the most important question:"Was it fun running a solo game?" It was for me. [/QUOTE]
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