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The Solos Thread

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Since people are expressing interest in solos, you can use this thread to discuss them. If you want to run solos for other members, feel free to start a thread about your game.
I'm interested in both playing in and GMing solos. My preferred systems for solos would be D&D 5E and AD&D 2E. Ideally the solos would start off as one-offs with the possibility of continuing them with subsequent one-offs and possibly a campaign; and also with the possibility of PCs in solos meeting each other down the road and teaming up. This does not preclude my interrest in games with 4-6 players plus GM. I'm interested in those as well.
I'm also interested in playing or running solo games, though I'd probably offer to run pathfinder and 5e. Maybe even stuff like legends of the wulin or white wolf splats. Apart from that I seem to be on the same page as One-eyed jack.
Andrew H. said: I'm also interested in playing or running solo games, though I'd probably offer to run pathfinder and 5e. Maybe even stuff like legends of the wulin or white wolf splats. Apart from that I seem to be on the same page as One-eyed jack. I'm familiar enough with D&D 5E to run a solo almost any time. It would be a mix of combat/puzzle/rp created with the random dungeon tables in the DM Guide. I'm also comfortable with one player controlling as many as four characters. Let me know if interested.
Since solo games are a fairly new thing to most players, becoming much more popular with the advent of internet based gaming, I thought it would be appropriate to list some pros and cons of solo games. Pros Scheduling is simple. Rather than needing to find a time slot for 3+ hours for 4-6 people to meet up, it's very easy in solo games to just play whenever both of you want to play and have some free time. The rules don't matter a whole lot. In a solo game, the "rule of cool" is at it's peak. There's no other players who will feel shrunken by your character being overpowered or anything of that manner, there's just the one PC saving the world (or whatever the quest may be) so being all-powerful isn't a problem. Being a "special snowflake" is actually good. Players always want their character to feel unique, but there's only a limited number of character choices within the rules. A "special snowflake" character is usually one that has a homebrew bonus or choice, like a special race or power, and obviously that makes other players feel like the GM has played favorites. In a solo game, these special snowflake characters actually make a lot of sense as they are adventuring alone. It is a great place to experiment. Since both the player and the GM are designing the story together as they play, it's a great opportunity to do some things outside the box (goes along with the special snowflake point) so that you both can see if it would work well in game. If it doesn't work, then oh well, no big loss and you can both just speed along through that experiment. Cons Both the GM and the player must stay quite dedicated to the game. If either one is lax in their job, it quickly falls apart. There are balance problems. The majority of tabletop RPGs are designed around a party of 3-6 players, having only 1 means the GM will have to wing it a bit in combat and skills. For example, if the player is a Fighter in D&D, putting locked doors in the way are effectively the same as solid walls since they are unlikely to have a high skill for picking locks. The player must find a balance between following the GM's trail of breadcrumbs and going off to find their own adventure. A GM often burns out in one of two ways: either the party always does what's expected, and there's never anything for the GM to do but write up notes and read them out, or the party continually avoids the quest. The player's job is to make the GM have fun in telling the story, if the player makes the GM's job boring or overly difficult, it will die out real fast. A player is, more or less, stuck with their first character. In a solo game, there is only one character, not a party that the player can have the character retire from and rejoin with a new character if they become bored. If the original character retires (or dies as mentioned in the next point), it's very hard to continue the same story without entirely restarting. Death. Death effectively doesn't exist for the PC of a solo game. In a game with multiple players, it's entirely possible for the party at the end of the adventure to be completely different from the party that began the adventure. This is due to the fact that when one party member dies/retires, another is created for that player and joins the party, taking on the quests as normal. However, this is much harder in a solo game, a random adventurer is unlikely to stumble upon the same questline and if prior information was needed for this to be completed, the game just effectively ends (barring metagaming of course). More or less, this means that if the player character actually dies and does not have some GM fiat bringing them back to life somehow, the game dies with them. Which also means that if death does begin occurring a bit frequently, it will feel much less like an actual threat and bring down the game. Alternatives to death should be explored when designing a solo game.
Also, I like solo games. I'm good for most game systems though I prefer Pathfinder and World/Chronicles of Darkness.
Jo S. said: Death. Death effectively doesn't exist for the PC of a solo game. In a game with multiple players, it's entirely possible for the party at the end of the adventure to be completely different from the party that began the adventure. This is due to the fact that when one party member dies/retires, another is created for that player and joins the party, taking on the quests as normal. However, this is much harder in a solo game, a random adventurer is unlikely to stumble upon the same questline and if prior information was needed for this to be completed, the game just effectively ends (barring metagaming of course). More or less, this means that if the player character actually dies and does not have some GM fiat bringing them back to life somehow, the game dies with them. Which also means that if death does begin occurring a bit frequently, it will feel much less like an actual threat and bring down the game. Alternatives to death should be explored when designing a solo game. I'd be interested in what you think of my idea of one player either controlling multiple characters or having other characters in reserve (possibly with a tie-in to their first character). I made mention of that in a previous post in this thread and am curious whether the idea is popular or falls flat among members interested in solos.
Old school.... Ravenloft? Or maybe dark sun? Yeah, dark sun suggested allowing a player to keep several characters in reserve in a 'character tree', playing whichever ones made sense for the adventure or replacing a character who died. So its a proven concept at least, and I think a lot of mileage could be gotten out of it for solo games, especially if you tied the characters in your tree together. Multiple characters simultaneously, though... I feel like very quickly the 'party' would just become bags of stats and it would definitely take away some of the intense character focus that solo games can offer.
I have never done a solo but am interested in giving it a go.
One-Eyed Jack said: I'd be interested in what you think of my idea of one player either controlling multiple characters or having other characters in reserve (possibly with a tie-in to their first character). I made mention of that in a previous post in this thread and am curious whether the idea is popular or falls flat among members interested in solos. Personally, I have problems trying to RP with multiple characters at a time as a player. I don't even like having animal companions in D&D haha as a GM it's fine because the NPC personalities are usually rather limited, they only need to interact a small amount; to do/say what they need to then they disappear for the most part. I would not be able to handle RPing a full party of characters at once, especially the interparty RP. Not to say that others are not able but I haven't met someone who likes to RP out multiple PCs at once as far as I know.
I've been working on a D&D 5E NPC who would be central to a good one-shot solo adventure. It would even be fun to run the same one-shot in different solos with different races and classes and backgrounds for the player characters. I need a bit more time to finish the adventure. If you're interested, please let me know in this thread, and please also let me know whether you're prepared to play without maps, based on verbal descriptions only (and perhaps use of tokens if verbals can't handle every situation).
Solo games can be awesome- particularly if both players are really amped about the setting/concept of the game and very focused.  Roleplaying can be much better than in a group, at times, once you both find your rhythm.  Also, if you're both willing to GM, you can play a pair of adventurers, Fafhrd & the Grey Mouser style, and take turns being the GM.  That can be a pretty sweet deal, if you enjoy both playing and GM'ing but don't always get the opportunity to do both.
I'm curious, in the context of D&D, what level we would be talking.  It would seem like 1st level solo would be completely undoable if there was any combat.
As you are travelling through the hills, a roving band of goblins surprises you.  The two archers let fly; one of the small arrow thuds home on your leg for 1 HP damage.  The two wielding dagger-swords charge...!
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That would be a hard battle to fight Helen I mean the baduns would be getting 4 attacks per round on you until you dropped. Granted most Goblins don't have a whole lot of hit points but they'd have enough to take down a fighter especially if the fighter didn't roll well. I much prefer when i do my one shots to have no combat involved at all. What I normally do is i set aside a certain amount of EXP for each player to try and accumulate based on how well they do in my little solo adventure. In fact that's how I started my campaign with a bit of a solo adventure for each of my players. Which was fun despite my being incredibly evil to my poor Players and their P.C.'s but then that's half of the fun. On a side note, I would enjoy playing with you for a bit each day If you're up for it Jack :-) I agree with Jo though I find it really hard to play more than one P.C. at a time. I find that my P.C.'s tend to blend into one another until there's nothing left, except me. However that being said a creative player can over come just about any obstacle placed in his path Find a locked door you break it down, if you're not playing a thief. Make sure that you've got a nice axe. Not very subtle I know but it works! Or if you want to be stealthy about it you make a slow burn near the door lock. Most locks especially old timey locks can't take much abuse.
"I run!  Hoping I don't feel an arrow in my back, I dash into the undergrowth, dodging as I go." The bushes are thick here -- almost hedges -- and the archers lose sight of you.  It will take them a turn or two to catch up to you, if they want to fight in the close quarters here.  You hear the two fighters crashing through the branches, just on the other side of the hedge to your left, but they don't seem to see you yet.  What do you do?"  
There are ways to design a solo adventure that don't involve fighting four goblins all by yourself. I'm in the middle of designing one right now.
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Yep!  Solo's tend to be more about exploring, mysteries, puzzles, or skill-based things, but occasional combat is certainly feasible.
I actually played with the idea of starting a solo game some time soon! I really liked the "Dicing with Death" video series on Youtube and was interested in such a game ever since (DM and player rotate their jobs after each character death, and the campaigns are rather brutal). I like combat though, so I don't think I could play a game without any combat at all - at least nothing like D&D. Maybe a system that is designed for it, but then I wouldn't want to start DMing anything I haven't had the chance to play yet.
BFRPG is pretty brutual if I remember. 
Ni'Len said: BFRPG is pretty brutual if I remember.  It can be, that depends on the GM's play style.
Now that you guys have talked about it so much I really want to play a solo adventure. I've never even heard of one before now.
I'd be interested in trying out a solo campaign. There have been times where I've played or GMed a solo session, but it never went past a small segment of the overall campaign.
This is a concept I had not heard of, but either for one character, or a small party, it would be interesting. I am wondering if anyone has ever run a solo campaign in one of their worlds, and had it interact with other multiplayer games?
Back in 2010 I ran solos for two players in the same part of the same campaign world, at the same time. The lore they created through gameplay made them aware of each other, but they never met. One thing I personally like is having the player characters develop campaign lore through their adventuring, and solos for multiple players are a natural for that, as well as useful as giving them incentive to start interacting and possibly adventuring together.
I would be really happy to play a wprld building solo game like what Jack has described but I would need someone else to GM it becuase sadly I have never GMed before
Kat said: I would be really happy to play a wprld building solo game like what Jack has described but I would need someone else to GM it becuase sadly I have never GMed before What system do you want to use? Others who are interested can answer that question too. :)
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Microscope seems like it would be a good choice for something like that
One-Eyed Jack said: There are ways to design a solo adventure that don't involve fighting four goblins all by yourself. I'm in the middle of designing one right now. Scarlet Heroes has a great system for adapting pre-written adventures to solo play. 
Well I normally play 5e so thats always my go to. One-Eyed Jack said: Kat said: I would be really happy to play a wprld building solo game like what Jack has described but I would need someone else to GM it becuase sadly I have never GMed before What system do you want to use? Others who are interested can answer that question too. :)
Josh said: Microscope seems like it would be a good choice for something like that Josh said: One-Eyed Jack said: There are ways to design a solo adventure that don't involve fighting four goblins all by yourself. I'm in the middle of designing one right now. Scarlet Heroes has a great system for adapting pre-written adventures to solo play.  Kat said: Well I normally play 5e so thats always my go to. One-Eyed Jack said: Kat said: I would be really happy to play a wprld building solo game like what Jack has described but I would need someone else to GM it becuase sadly I have never GMed before What system do you want to use? Others who are interested can answer that question too. :) I'm not familiar with Macroscope or Scarlet Heroes and would need either to find the rulebooks and read them, or to have the player help me out with the rules during play. Since it's a solo I'm okay with either. Or we could switch places and you could be the GM. Or two people other than me could be player and GM. I'm handy enough with D&D 5E that I can run a solo competently, plus there's the Compendium in the Info tab in the game room. But we can switch places there too, or the game could be between two people not involving me. To work out actually running a solo please suggest a time and day for a gaming session. If I am involved, I'm available Friday and Sunday this week between about noon and 11 pm EDT (UTC-4), and next week my schedule is currently clear between those hours.
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You can get just the solo rules that I was referring to  here for free.  I'm not very familiar with 5th ed. but the solo rules work for osr games so they should be compatible with 5th.  It makes running d20 solo games much less work. 
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I downloaded it and shall have a look after my game. And after a little birthday thing with my family :) I'm 52 yay (not) . Josh said: You can get just the solo rules that I was referring to  here for free.  I'm not very familiar with 5th ed. but the solo rules work for osr games so they should be compatible with 5th.  It makes running d20 solo games much less work. 
Happy birthday Jack!!! I hope your year ahead is better than the one behind, and that you get everything that you wanted for your birthday :-) Take it Easy buddy :-)
Happy birthday! 
Happy B-Day Jack!!!
Happy birthday!  8)
Happy birthday!
Happy, happy date of birth (aren't I different)!
Hey, 52 (yay!) is better than any alternative....  8-O enjoy!
1. Should I let potential solos GMs (including me) create separate signup threads, or create a single solos signup thread for everyone to use, or just have people do solos signup in this thread? 2. For solos, does anyone want to review a draft future-fantasy setting I've been working on?
If you keep this pinned Solos thread as is, it will be easier to keep track. It's not like a solo requires a lot of scheduling or anything.
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1. I personally have no preference so count me neutral for that vote :D 2. I'll help with that
Kat said: 2. I'll help with that I'm creating a handout for you called "naranne". It's in the game room Handouts tab.