Solo d20 Adventuring

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First Post
We're finishing up a design doc on a new d20 solo adventure system (you got it, single player). We'd like to hear what you think is most important in a single player game. What ideas you might have for it to be fun to play. What do you value most - storytelling or hack-slash, freedom of movement/choice or liner storyline, etc... What do you think of the name "Solo Hero" ?

This is a game based in d20 rules but with many enhancements to make single player (solo) adventuring more entertaining. This game brings together elements from board games (quest, tailsman, etc), interactive fiction, computer RPGs, and traditional role playing. Through effective use of multiple path story lines and randomization, each scenario can be played multiple times. It will also include rules for fast-play (ala NetHack/Moria) as well as multi-player deathmatch styles and even a mode where you can play as the monsters.

It is planed to use a mix of static maps, random floor tiles, and decks of special game cards. Trying to balance the right amount of autonomous movement and fixed master scenerio goals. It will have many addon scenerio packs that include new monsters, races, classes, floor tiles, quests, etc.

The product with first be released in PDF and maybe later as a board game.

Anyway, we're looking for input/feedback from the players who might be interested in this sort of thing. Anything from ideas on how to handle mechanics to what you hate in other games...

Thanks for your time!
James
P.S. Don't forget about CyberCon 3 - totally online gaming convention being held this weekend!

http://CyberCon.RPGHost.com
 

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I've run a bunch of solo games, all of them heavy on the plot and role playing. The biggest problem I've found is one person playing all NPCs. So, I ussually have more flat NPCs and a few well defined ones.

The best thinbg about them is I can get a lot done in short period of time. With only one character to focus on, it's just easier to prepare and run.
 

One random thought is that such a game competes against CRPGs. And one advantage of a CRPG is that once you shut off the game, it's all cleaned up. Many solo entertainment products are portable or have little clean up: Reading books, watching television, writing on the computer. Group entertainment products are less portable: boardgames, tabletop rpgs, LAN parties. (: So one thought is to make the solo d20 product something you **could** carry around, play for a bit, then put aside. (Thus, the cards and boardgame aspect would be optional.)

One other random thought is "porting" adventures from other companies to your solo system (eg. partnerships with other game companies). In effect, you're divorcing your system from your scenario content. Thus, if a customer doesn't like your particular adventure, they will have the choice of another company's -- but they'll still be using your solo system. (Heck, I wouldn't mind if I could do this for my library of adventures...)

Finally, one last thought is if the product can deliver play that is **unobtainable** in tabletop and CRPG gaming. Remember Washu's Law of Technology:

"The first application of a new technology is to duplicate that of existing technology."

And the second Law:

"The first mistake of a new technology is to duplicate that of an existing technology."


Send me some email if you'd like more abuse -- er, if I could get a copy to review or comment on (: ced1106(at)aol(dot)com


Cedric.
aka. Washu! ^O^
 

Pure solo or one-on-one?

Crothian, it sounds like what you're talking about is a one-on-one adventure (one DM and one player). I think that James is talking about a pure solo adventure (like the old Blizzard's Pass module) that can be run without a DM. Is that right, James?

Personally, I'd love to see a few good one-on-one adventures but I agree with Cedric that these days computer games fit the solo niche better than a pen & paper game can hope to.
 

I'm indead talking about solo 1 player no GM style gaming... but we're making optional rules to be more of a fast passed game with some buddies as well.

I agree CRPG's can fill this void - but there are a number of people who don't enjoy sitting at the computer or want to bring a game along somewhere when there isn't a computer around.

I like the ideas so far. There are many more at this link if your interested:
http://www.indie-rpgs.com/forum/viewtopic.php?t=3929

I'm willing to share my design doc with people who are willing to add constructivly to this project. Just email me: james@rpghost.com

James
 

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