While writing this article I realized I was going to have to split it into multiple parts: dealing with solo games and the ways they work differently than group games and dealing with ways to work through that, looking at no-GM head to head games, and dealing with how to mainstream RPGs, specifically solo RPGs. If I cross over in this post, I hope you can forgive me, I’m still working on sorting it out.
Anyway, at this point in my RPGing life I’ve logged a significant number of hours in solo-player RPGs, and I am going to focus on them in this game. GM-less head to head games such as the awesome Breaking the Ice and the very interesting Operation Foole will be in the next post (or the post after that, this is getting long).
These are some of the issues that I have noticed with playing solo games, how they differ from group games, the ways that traditional RPG structure fails to fully support and maximize the solo experience, and some ideas for ways to start fixing that. Some of what I say will be in the “yes, that’s fucking obvious” category. This is because I am trying to get as much possible out and said, so that real analysis and work can build up around it. When you’re making cake you get out all of your ingredients, even the obvious flour.
Competence Issues: When running a solo game with a traditional “PC adventure and struggle” setup, one must always be aware of the limitations of the single protagonist. In a typical group RPG there is often a wide variety of skills between the PCs. A lot of games even build heavily upon this by enforcing or encouraging niche protection: what one PC can do the others can’t, and so no one character can hope to do everything. You then toss lots of different challenges at them, allowing each character in turn to shine (or at least have a chance to). The problem with this is that when you play with a single character you don’t have that range of abilities, and so the “lots of different challenges” can become a death trap real quick.
There are several ways around this. Increasing PC competence so that they can be either a jack or master of all trades is a common suggestion. Downplaying challenges so that they are easier is another. Focusing the game specifically on the abilities the PC has is a third. Not making the game about adventure and meeting goal based challenges is the usual nar-based advice. And I’m going to add troupe character play to the list. (Feel free to chip in with any that I missed.)
The issue is that all of these changes come with baggage. First up, increasing PC competence often requires some changes to the character generation system of the game. When I ran 7th Sea in a solo game with my wife I quickly found that I had to alter not just the number of points given to make her character with, but the interaction of some of the mechanics in order to make a character that could deliver the play experience that she wanted. Elements of the game that work well for niche-protection play suddenly became a handicap and a burden, and had to be reworked or jettisoned. I was, obviously, able to do the work — but the whole “you can change it so its okay” isn’t good enough here. I don’t want to look at things you can make do with, I want to focus on ways to make things work well.
This type of character can work well for a lot of stories. Anything pulpy, for example, often works better with the single PC than the group, because most of the pulp heroes where one man shows and master of all trades bad asses on their own. Remember all the times that Conan relied upon his thief to sneak past the guards? No? Or when Batman had to get his tough friend to help him beat up some thugs because he was a brain who could invent but not fight? No? That’s because they didn’t. The problem, of course, is that you can’t just make a master of everything if you’re doing a game in which you don’t want pulp or superheroic PCs. The very real tension of the “little man using what he has to overcome the big challenge” can go out the window if what he has is everything.
Second, downplaying challenges, can be a horrid mistake in many circumstances. First off is the “missing the point” challenge type that a mere reduction of does not remove the fundamental problem with. In 99% of the group RPGs I have ever played, no matter how focus on politics and social interaction and whatever, there has been one member of the group who was at least competent with violence. Thus the old RPG standby of “two guys with guns coming through the door” will result in some boom boom, and one of the players can deal with it in the violent way. In a single player game, however, simply reducing it to one guy coming through the door may not be enough — if the one player has no violence ability then they have no violence ability. There is no one else to cover for them.
The other issue with downplaying challenges is that a lot of players can tell when they’re being soft-shoed, and they don’t like it. This is a particularly sim concern, I’m sure, but there you have it — they don’t like it when they’re coming in to face the biggest of big bads who is smart and tough and well connected and he only has one guard who is a fat middle-aged retired donught eating champion. Nothing kills the tension faster than challenges obvious scaled down to compensate for the fact that there is only one of you.
Which leads us to method number three: tailoring the challenges specifically to the character. This method actually has a lot of merit to it, and can make for very satisfying goal-based play as well as being a good method for focusing the themes in non-goal based play. A good GM can do a lot of work to make every adventure hit the character where they need to be hit, after all. The issue, of course, is how the game’s design makes this easier, better, and faster. More on that later. The problem with this style of play is that over the long term many people can get bored with constantly facing the same problems, and many GMs aren’t fully adept at coming up with new and interesting variations upon them. (24 season 4 was fun, but Jebus, how many times can we see the world threatened by nukes and Jack resisting torture?)
Moving away from goal based to thematic and character development play is another solid solution. Games like Sorcerer and Trollbabe can be quite good at solo gaming for just this reason – the focus is on the why of what characters do rather than on the what they can do. The issue here being that not everyone likes narrativist games, and even games like this can have some issues with their play structure when it comes to solo games. The relationship map, for example, needs to be tinkered with when everything is going to circle around one character rather than around a set of them. This requires a PC who either has more contacts, the ability to get into more shit and draw more people to them, or a slight but important restructuring of the assumptions of the relationship map to better focus it down onto the PC – making it combine with the “fit the challenge to the PC” above.
An idea I have been toying with in how to get around this in a different direction is to have troupe based play in which the player plays the whole troupe. Why limit it to a single character? (This can also work well if you want to add shifting GM duties into the mix, or no GM at all.) This can be anything from multiple full PCs played by one character, or shared with the GM, to a “followers and sidekicks” system like HeroQuest and Nobilis use, where there are multiple characters under the aegis of the protagonist character that get controlled by the player rather than the narrator. For players that like this it allows for all the nice parts of normal group gaming: mixed challenges, player controlled characters getting killed, different perspectives and abilities, and so on. The weakness that I foresee is the lack of single character focus of a full troupe game will put off those with immersivist tendencies, or could just be too many characters for one player to want to keep track of. Still, I think the HQ/Nobilis sub-PC system has much to recommend it. (And this is before we even get into the section where I talk about destroying traditional PC/GM relations.)
So lots of talking about why things don’t work, with occasional pointers at where they do. Well, now, how do we chose which of these things we want for our game? The answer is focus. Figure out what, exactly, you want to do and which of the tools is going to get you there. If you’re looking for a wide-ranging pulp game with lots of variety and adventure (a Conan, for example) then you need a system that focuses on super-competent characters with lots of different skills. If you’re looking for a game where the big challenges are about whether your six year old can get his uncle to stop abusing him, then you need a system that focuses heavily upon the emotional vulnerabilities and strengths of the protagonist – to the point at which traditional RPG things like strength and intelligence are completely absent.
Any of the above methods can probably work, but you have to be sure you know what you are doing with them and build them direct into your game’s system.
Flow, Focus and Intensity Issues: When I play solo-player games I often find that the players have trouble with the constant attention and (from their POV) increased pressure and need for speed. In most group RPGs, even those in which the party stays together all the time, the focus will shift from one player to another as they step up to deal with their issue, be it a scene in which they are the specialist or just their turn in combat. In solo games there is no such downtime for the player to be able to sit back and figure out their next move. (This is probably particularly bad in my games, as I’m very fast at figuring out my stuff after years and years of GMing.)
As a result of this solo games tend to move faster, as there is no hesitation between characters, no character to character banter, and no one outside the two of you to talk about things, provide advice, and so on. This can lead to increased stress and tension (both the good kind and the bad) and so the flow of the game needs to be considered. Mechanisms that either hard-code break points, stress relievers, and the like or else deliberately play upon the constant movement and action of the solo game should be encouraged. In either case, a focus on shorter sessions of games would probably be a good thing to encourage. Get the game to hit it and quit it, rather than focusing on the traditional goal of the 8 hour session. 8 hours of solo play can be exhausting, and 4 hours is usually more than enough to cover the amount of story and “cool happenings” that would take a group game multiple 8 hour sessions to play out.
It has also been my experience that short-run games work better with solo-games. Even the long term campaigns I’ve played solo tend to get broken up into chunks. Because of that I’d suggest building games that use techniques to have a “beginning, middle, end” structure for a good chunk of solo games. It doesn’t have to be as hard-coded as “My Life With Master” or the like, and should probably allow for the possibility of multiple sequential “novels” – but something that gives the game some check and consistency to its flow is probably a good idea.
NPC Issues: Which moves us into the issue of NPCs. While often a smaller issue, my experience has been that solo players do not have the interest or focus to deal with as many NPCs as can get comfortably handled in a group game. In many group games NPCs often end up being unofficially classed towards one of the characters, and they deal with and remind the others about them. In a solo game you can’t do this, everyone comes back to one player. Even if you’re playing a troupe game with lots of characters you still have the fact that it’s one player dealing with all those NPCs.
My experience with this is that it is best to have a smaller number of NPCs who reoccur and who are played with more intensity than the average NPC. They should be almost quasi-PCs run by the GM with lots of personality and motivation and ability to hit the PC or help the PC on multiple levels. To many faces becomes drowning, but a few well defined faces stick well into a persons mind.
I feel that I’m coming up short in this area though, so let me hear what you guys have done/thought about this one.
The Hearing About Your Game Should Suck Issues: Now, to round the article out, I’m going to talk about something nice rather than something that sucks. One of the biggest strengths of solo-player RPGs (and no GM head-to-head RPGs) is that there is only one person playing with you. Only one person you need to communicate with, vibe off of, and deal with the idiosyncrasies of. With only two of you, who are able to communicate and (maybe) trust each other there should be more room to explore things that might not be comfortable in a group game. This can be romance and sex and violence and racism and any number of things, but it should be there – push the envelope of what you do, because you’ll never have a “group” you can vibe with as easily as you can vibe with a single person.
Of course, I noticed that in the post I made before this no one even touched the whole “solo games can lead to fucking!” point. Let me just say that I think this is a horrible mistake. People have been RPing in bed since Eve died her hair black and pretended to be her “evil sister” Lilith (some sexual RP that fucked up generations, let me tell you) and the fact that there have been only shamed faced stuttering such as “The Book of Erotic Fantasy” pointing the RPG hobby in that direction is pathetic. I’m a damn Mormon and I’m telling you people – leaving the sex and sexual aspects out of RPGing (OOC and ICly) is a mistake.
I know this is a point that can make people uncomfortable, so I’m going to move off it now and hit a related point. Read this post by Ron Edwards about his solo game of Runequest Slayers. See how he talks about a lot of things that would push a lot of people would get squirming around in game? How even in the thread itself there are things he can’t talk about as openly with the folks on the thread as he could with Jake? Especially in the reply “Unfortunately, “would” is a problematic concept. It’s very likely that I’m choosing my answers in order to convey an image that I’d prefer you to hold about me, rather than anything resembling reality.”
That is the kind of thing that solo gaming should focus on and push. It doesn’t always have to be nar based soul searching either. It could be that you’re gaming with the only other person in the world who still likes Robert Jordan novels, or that you’re the only two you know who really love a good dungeon bash with hard core gamism up and down in a city full of namby-Nar players. Whatever it is, however, solo games should encourage people to push it as hard as they can with another human being, to get the things out of game that you can’t get with a group because there is to much concern, focus, and direction going outwards.
Okay, that’s all that my brain is spitting out now. Please, add more!
Next Up: Head to Head GM-less games, breaking the traditional structures and assumptions of play for solo games.