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<blockquote data-quote="pemerton" data-source="post: 9479149" data-attributes="member: 42582"><p>I don't know exactly what "narratively" means here.</p><p></p><p>But there are obvious problems with playing D&D solo: in most approaches to the game, play relies on the GM creating information that is (initially) secret from the players, which they learn by declaring appropriate actions for their PCs that will prompt/oblige the GM to reveal secret information.</p><p></p><p>Gygax's Appendix A on random dungeon generation has some suggestions for how to work around this problem in respect of secret doors, but doesn't offer any solution in respect of tricks or traps.</p><p></p><p>Additional systems and procedures of play - such as the structure of a Fighting Fantasy Gamebook - are needed to play D&D solo. Whereas nothing additional is needed to incorporate player-authored backstory/situation (as per my examples just upthread). So far from being "just like", the contrast here - as I've already posted - is pretty marked.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9479149, member: 42582"] I don't know exactly what "narratively" means here. But there are obvious problems with playing D&D solo: in most approaches to the game, play relies on the GM creating information that is (initially) secret from the players, which they learn by declaring appropriate actions for their PCs that will prompt/oblige the GM to reveal secret information. Gygax's Appendix A on random dungeon generation has some suggestions for how to work around this problem in respect of secret doors, but doesn't offer any solution in respect of tricks or traps. Additional systems and procedures of play - such as the structure of a Fighting Fantasy Gamebook - are needed to play D&D solo. Whereas nothing additional is needed to incorporate player-authored backstory/situation (as per my examples just upthread). So far from being "just like", the contrast here - as I've already posted - is pretty marked. [/QUOTE]
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