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Which RPGs did you play in 2023?
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<blockquote data-quote="aramis erak" data-source="post: 9211628" data-attributes="member: 6779310"><p>There are several ways solo-play works, I've enjoyed only two of them in the past, and now only enjoy one.</p><ul> <li data-xf-list-type="ul">Solo Adventure Modules using "numbered paragraphs" (which often are actually multiple paragraphs. Each decision point the author puts in directions to different "paragraphs" by choice. Each mechanical interaction also has the results leading to different paragraphs. This has been around since the mid 1970's.</li> <li data-xf-list-type="ul">boardgame mode. The mechanical interactions are prescribed by conditions, often by table roll or chit draw. The best of these is, IMO, Master of the Amulets - where the potential locations of plot interactions are marked on the map, and a series of counters (cardboard tokens) randomized face down, then placed face down on the marked locations. AS you move on the map, you check for random encounters as the GM would, roll for reaction, fight any fights indicated, and then continue the travel; when you get to a counter, flip it to reveal if it is an encounter, dummy, or event. It's very similar to playing the old Avalon Hill <em><u>Wizards</u></em>, which works very similarly.</li> <li data-xf-list-type="ul">Randomized wandering mode: pick a map, go seeking adventure. Include a check for dungeons. When a dungeon is found, randomly generate it as you explore it. This is very similar to the mode of Rogue-like computer games, tho' with an overworld as well as the labyrinths.</li> <li data-xf-list-type="ul">Journalling with prompts - this is a spectrum, but basically, you set a goal, use "oracles" (tables) to answer questions about your impediments.<ul> <li data-xf-list-type="ul">Many such oracles can be used by GMs to prepare adventures they then run; I've done this with a few games - use the oracles to generate the adventure</li> <li data-xf-list-type="ul">Some have thematic specific oracles for various purposes, others have merely procedures for specific yes/no/maybe/check later type decisions.</li> </ul></li> </ul><p>I used to love the paragraph driven solos. I still enjoy them occasionally. Not a lot of RP, but enjoyable.</p><p>I love the boardgame mode - both in officially-a-boardgame-mode of <em><u>Wizards</u></em>, the solo scenarios for <em><u>Star Fleet Battles</u></em>, and the boardgame linked to RPG encounters of <em><u>Master of the Amulets</u></em>, as well as the computer equivalent: <em><u>Quest for the Rings</u></em> for the Odyssey 2 (the boardgame triggered fights which then were played out on the console).</p><p></p><p>It's worth noting that the boardgame mode is directly comparable to the wide array of 8-bit and 16-bit era CRPGs... but they just fully automated the process to various levels of RPGish fidelity.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9211628, member: 6779310"] There are several ways solo-play works, I've enjoyed only two of them in the past, and now only enjoy one. [LIST] [*]Solo Adventure Modules using "numbered paragraphs" (which often are actually multiple paragraphs. Each decision point the author puts in directions to different "paragraphs" by choice. Each mechanical interaction also has the results leading to different paragraphs. This has been around since the mid 1970's. [*]boardgame mode. The mechanical interactions are prescribed by conditions, often by table roll or chit draw. The best of these is, IMO, Master of the Amulets - where the potential locations of plot interactions are marked on the map, and a series of counters (cardboard tokens) randomized face down, then placed face down on the marked locations. AS you move on the map, you check for random encounters as the GM would, roll for reaction, fight any fights indicated, and then continue the travel; when you get to a counter, flip it to reveal if it is an encounter, dummy, or event. It's very similar to playing the old Avalon Hill [I][U]Wizards[/U][/I], which works very similarly. [*]Randomized wandering mode: pick a map, go seeking adventure. Include a check for dungeons. When a dungeon is found, randomly generate it as you explore it. This is very similar to the mode of Rogue-like computer games, tho' with an overworld as well as the labyrinths. [*]Journalling with prompts - this is a spectrum, but basically, you set a goal, use "oracles" (tables) to answer questions about your impediments. [LIST] [*]Many such oracles can be used by GMs to prepare adventures they then run; I've done this with a few games - use the oracles to generate the adventure [*]Some have thematic specific oracles for various purposes, others have merely procedures for specific yes/no/maybe/check later type decisions. [/LIST] [/LIST] I used to love the paragraph driven solos. I still enjoy them occasionally. Not a lot of RP, but enjoyable. I love the boardgame mode - both in officially-a-boardgame-mode of [I][U]Wizards[/U][/I], the solo scenarios for [I][U]Star Fleet Battles[/U][/I], and the boardgame linked to RPG encounters of [I][U]Master of the Amulets[/U][/I], as well as the computer equivalent: [I][U]Quest for the Rings[/U][/I] for the Odyssey 2 (the boardgame triggered fights which then were played out on the console). It's worth noting that the boardgame mode is directly comparable to the wide array of 8-bit and 16-bit era CRPGs... but they just fully automated the process to various levels of RPGish fidelity. [/QUOTE]
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