A man wanders through a liminal space with dice and dominos.

Category: Solo Musings Page 1 of 2

Contemplating the Anthology Film Format for Solo RPGs [with Fiasco 1st Edition]


Contemplating the Anthology Film Format for Solo RPGs [with Fiasco 1st Edition]


2025-09-19 Note: This was written around twenty days before it was posted. Setting up the internet around 10 days later and then getting sick caused it to be delayed by a good chunk of a month. I thought about going through and updating the text to reflect stuff that would have been true had it been posted when I finished, but ehhhh….

Getting Inspiration from Freaky Tales

Space Pilgrims, I am currently without internet on my main computer. I am not without internet. I can access it via my phone or via the cheaper travel laptop. I simply do not have internet access for the computer that is my main source of playing solo rpgs and just well, doing stuff in general. Turns out the wireless card is not working — it has possibly become disconnected in the move or just generally gave up — and the new geometry of the new house makes it questionable if I can get any sort of ethernet cord to it until I can mail order one or find a shop nearby that sells one. Instead of playing solo rpgs, I have been thinking about solo rpgs and sometimes it satisfies the same sort of energy.

Last night relative to writing this [August 30, 2025, I am currently unsure when I can get the ability to post it] I watched the recent anthology film Freaky Tales. I recommend. It has a bit of humor. A bit of romance. A bit of raunchy jokes. A fair amount of violence — my one complaint is how much violence against lovers, especially women, is a driving force — and a tinge of horror. It takes three events from around Oakland, CA in 1987 and highly fictionalizes them to add in a bit of magical realism and does a good job of adding in a fourth tale that interweaves. My primary take away, though, is that I really love anthology movies.

I extra-love anthology movies where the stories intertwine to some degree while bouncing off certain themes. Little hints of larger world building in the way things intersect just oh so slightly.

After watching the movie, I was wondering about how I might be able to pull off something similar in a solo rpg. And then I thought back to another thought I had very recently — no internet on my main PC gives me lots of thinking time — which was how could I use Jason Morningstar’s Fiasco to scaffold a solo game. This started when I was unpacking and found my Fiasco anthologies

Using Fiasco to Generate Characters

There are two editions of Fiasco and both have the same end goal: to tell a collectively generated, gamemaster-less story about a group of people on the brink of a fiasco. The first edition used dice and d66 type look-up tables to generate characters — by way of their relationships and certain places, items, and desires — while the second uses cards to generate the same. A simplistic overview would be that 1) you generate a lot of potential options [including player agency in which order to read the options], 2) players take turns connecting these options together, 3) once you have generated two relationships per player [and some other details] you then work out some basic details of backstory for the characters. In the way of such things, these steps are generally blended pretty well. The playsets range from generic — “Tales from Suburbia” — to a bit more high concept — “White Hole,” about a space station on the edge of a cosmic anomaly. Even when the setting seems commonplace, the elements lead to some hooks. The suburbs, but there are affairs and drugs and stolen money. The mall, but someone is stealing from the store. A wedding, but secrets are threatening to spill over. My favorite are those where there just enough weirdness to lean in but every playthrough can be fairly different.

From a character creation standpoint, the bigger-deal-than-acknowledged aspect of character creation is you do not generate characters, per se, you generate the spaces for characters to inhabit. You describe who you are playing by their relationship to other characters, by a need — not necessarily a need they have together but one that someone impacts the relationship — or a place or an object. By far the greatest Random Stuff Generator at any table playing Fiasco is how a given group, at a given time, chooses to express these spaces in terms of their characters.

Let’s take a look at one of the four “core” playsets: “Main Street.” You have six Relationship “categories” [the first d6 of the d66]: Family, Work, Friendship, Romance, Crime, and Community. Note that the usual playset does not go too deep into what any of these broad terms might mean — in this case, fairly self-explanatory — so some leeway is given to players when sorting them into their game. Each category has six items [the second d6]. Friendship has some fairly typical (e.g. “Old Buddies,” “Friendly Rivals”) and some less so that bleed into other categories (e.g. “Drug Friends,” “Friends with Benefits”). In broad, the “Main Street” set keeps things pretty real world for the relationship. Some hints of dirty deeds but also just people who know each other.

Then, you get a d66 table each for Needs, Locations, and Objects. Again, some more typical and some more flavorful. A Need “To get out… of this town before they realize you took it.” A Location “Out by the interstate… Durable Paper Goods, paper bag manufacturing plant.” An Object which is “Information… Secret recipe.”

Playsets that have flecks of spice in a seemingly bland soup tend to play the best in the long run, based on my many sessions. If the playset leans too hard to a single story, it takes away a bit of the spark. By giving players a canvas, some paint, and just a few thin prompts you get the best portraits.

You start combining these elements together. For instance, let’s say I am playing with four people: Barry across from me, Celia to my left, and Edgar to my right. For Celia I end up with friends with benefit connected to the paper bag plant [make note that while you have some freedom, it freedom within a smaller pool of elements generated at the start]. With Edgar, our characters are old buddies with a need to get out before “they” find out “you” took it. Could be either of us or both of us or maybe someone is running from us, there are ways to interpret it and even outright re-write it as the group fiction needs. It’s a genre prone to plot twists and changes of fortunes. As we talk, there are questions that come up — along with Barry character’s relationships with Celia and Edgar’s characters. Is Celia’s character and mind coworkers at that plant, or is that just where our characters hook up? Are Edgar’s and mine characters in trouble for theft or something a bit more abstract?

Some things you decide right away and some things you give a little bit of a definition but then work out later.

This means there is both an easy and a hard aspect using this in solo games. The easy is you can just roll. Four dice per character relationship [which works out to being four dice per character, but in principle it is different]. Four characters? Roll 16 dice. Then group them up as random or as purposefully as you want and make some decisions. Heck, you can even just roll a few dice to generate objects and locations and needs and slot them into your game. Any game, really, that might vibe with the playset.

From the fifth printing (2012) version of the 2009 Fiasco PDF. Copyright Jason Morningstar. All rights reserved, used here to demonstrate the style of table discussed in this post.

Where it gets harder is the solo aspect misses elements the collective bargaining process. If I am on my own, maybe I take the prompts as given and say that my character hooks up with Celia’s character at the factory and Edgar’s character stole some money and is about to get discovered. Only, Celia interjects. She doesn’t want her character to work at the plant (a prompt between her and Barry suggests her character came into money). And maybe she figures she doesn’t want to be the kind of person who has FWB. In her eyes, her character considers it a real relationship. My character is the one afraid of commitment. Edgar says he has already played a game where he stole money so he wants it to be something more esoteric. He wants to be a vlogger who has been anonymously telling town secrets by way of thinly veiled fiction stories posted to Youtube. He “took” the stories via some shady means and some of the stories have started to be viral and folks around town are starting to figure out who it is. These multiple interpretations are what makes the storyline so unique per group. Celia, Edgar, and I might play a wholly different game with very similar prompts the next time. It’s fun.

And sure, I appreciate the irony that all of those things were things that I thung for an example, but in my experience it is the kind of joyous vibe that kicks it all off. The story exists in the spaces between words shared between people at a table.

There are tons of tools — Mythic, Gamemaster Apprentice Deck, drawing Dixit cards — you can use to flavor the prompts to find something new, but it still requires a bit of slowing down to avoid rushing into first grasps. You have to push back against the oracles a bit. This might even be a good time to use a “player emulator” that helps to set moods and such.

There is the slight issue that you make characters in clumps, but that’s not an issue for me. That’s what I am trying to do at this stage. If you were making characters for a more traditional single character solo session, you might treat the relationships as background flavor. That should work ok.

Connections: Yes, No, How Big?

Anthology films come in several forms. At the lowest conceptual tier, you simply have rough groups of cinematic short stories probably linked by a theme or genre. Sometimes the theme is less an actual theme and more a “people who submitted films for a contest” or “directors who knew a producer.” Lots of them at least stick to a broad genre.

The next-highest tier involves wrap around stories. Presumably most readers know the general gist of what I mean, but to explain: a wrap-around is a framing device where the pieces of the anythology are being told/shared/exist in the context of a wider story. Some wrap-arounds are only loosely connected to the stories themselves — such as the Amicus-type films where four stories by Robert Bloch might be staged as anecdotes shared by asylum patients but the stories may or may not have anything to do with “madness” — and others are blended into the story itself. Usually this leans into the next highest tier — where stories interact with each other — but not always.

Going directly into that, the highest conceptual tier of anthology tends to blend the themes, characters, and locations to some degree. At this point, the framing story is just part of the whole. A somewhat extreme version of this would be Scary Stories to Tell in the Dark where the short stories are part of a larger story and form a narrative whole. Some old serialized novels can have a similar vibe, as well as some episodic television. Where there are distinct gaps between episodes/chapters but overall a complete story is being told. There are actually a lot of films that are effectively anthology stories — showing disparate viewpoints around a same event — with things only entering the framing device towards the end. If then. We’ll leave out the more “accidentally anthological” takes for now.

What I am looking for is a step before this highest concept: where the wrap-around/frame is less “the real story” and is more a technical narrative hook that allows the individual stories to play off each other while also giving them some freedom.

What I am picturing is creating four characters via Fiasco, generating a couple of extra locations and objects, and then using some mechanic to find spots where the stories touch. In later sessions, those touch points will likely be revisited with a new viewpoint or at least are assumed in the later fiction. You finally get to the final character where there have been multiple touch points and world building sessions and to a degree they will wrap up the whole. They will still be their own character, though.

How to decide where the stories criss-cross? I think it could be done with either cards — each other character represented by a face card/ace — with a specially created short deck or via decaying dice. You would only want 1-2 of these shared touch points per section though background shifts might be more noticeable. If one character burns down a gas station on a Saturday, the next character can’t visit it on a Sunday.

Can “later” characters revisit earlier characters in scenes that weren’t featured? I’m not sure.

Further Thoughts

I think I have an idea of what I’d like to try and I think I have some basic tools to do it. Will I do it? I think so. When? Not sure.

I sometimes struggle to juggle all the concepts of a single narrative without extensive notetaking. This means that I would want to make sure I’m in a good place to actually play off these notes. I am moderately ok with stories drifting a bit in theme and even in reality but overall I want it to feel connected and part of a whole just not revisting some of the same locations in otherwise separate stories.

On the other hand, I feel pretty confident in using the tools and tricks to weave these stories together.

All that being said, since I’m a sucker for horror-themed anthology collections I think it might be fun to try in October. Not with a specifically horror-themed playset, but one more normal with interjections of horror. Not sure what system just yet.

Time will tell if I actually pull it off.

CREDITS

Both the movie poster [taken from Wikipedia] and the snippet of Jason Morningstar’s Fiasco are copyright to their respective owners. Used without permission but to inform the reader. All rights are reserved to the original creators.

The Bleak + The Pearl Intermission #7. Re-Entering the Sea Caves (finally)

A lone explored stands dwarfed at the watery edge of a cave with the light of day glinting off frozen trees behind him.

Finally Returning to The Bleak + The Pearl

The last time I posted The Bleak + The Pearl content was December 29, 2024. The last time I played The Bleak + The Pearl was actually early January. It is mentioned in Fourth Wall Break #7. At the time, I thought there was going to be “a week or two” before I tried playing it again [around three weeks after the last posting]. In reality, it has been six months.

Why?

The simplest answer is that the “one campaign arc at a time” — replacing the old system of playing through two-to-four campaigns at the same time and posting once from each around weekly — ended up working well. And all the other stuff I have talked about impacting my solo play time schedule this year. Those things combined and I just got busy (in general) and specifically got busy having fun doing other things.

Had The GLOW 1996 not taken five-plus months, we probably would have seen Bleak + Pearl back in March. All things considered.

The more complex answer is that three additional things — beyond the one-at-a-time mental shift — happened at the same time while I was playing the session that was not and will not be posted.

Thing the First: There is an encounter where characters might fall for a mental compulsion/illusion where they think a room is full of food and are compelled to keep eating it. It is pretty open when it comes to solutions as to how to break someone out of the spell. I came up with a rather odd solution, but I was trying to play the whole campaign as a series of fast bullet points. So the solution was kind of weird and felt rushed. I did not like it. This was a time to be learning new characters and it felt like I was shortcutting stuff. Which brings me to…

Thing the Second: About once every three months I sit down and say, “Hey, I need a break from my longer, more drawn out stuff and the best solution would be a fairly quick to play, quick to record campaign!,” and every three months plus a couple of sessions I end up not really liking it. Partially, maybe mostly, because it leads to me quickly trying to shortcut around stuff. The second campaign session felt very rushed. Notekeeping was getting sloppier. Solutions were getting sloppier. I was starting to pre-plan some encounter solutions to keep it going faster. It was feeling less and less like something I would play and more like something I was trying to speedrun.

Thing the Third: The fast-play-then-recap nature — and associated shortcuts — meant that I was using increasing amount of stuff directly from the modules and the maps and the icons and taking less time to make sure everything was properly credited. I’d like to play more pre-existing content but I don’t want to just copy-and-paste someone else’s intellectual property. I needed to take a bit of a break and think about ways to avoid doing such a thing.

I needed a way to rectify those things when I felt it was time to do so. Now seems like a fair time — assuming I have time to get this done before moving to another country and having to put the whole blog on hiatus. I will do my utmost.

Complex Problems Require Simple Solutions

The general answer is stop trying to force myself into a rapid-fire “bullet-point then recap” style. I like things where characters and settings are felt. Described. Discussed.

Besides that, a few compromises will be made.

I am going to reduce some elements in the general formatting of the blog. The hiding of mechanics, notes, and “gamemaster” [i.e., “planning”] sections will be done away with for now. My style of play has increasingly become about shifting around those and even when they intefere somewhat with readability they are kind of vital to understanding exactly what happens. They might return after we settle down and get this up and going, but for now I’m not going to worry about it. There will still be a “table of contents” type element. I like being able to link to specific scenes, lore, and such. There will not be a previous/next episode. Simply because it might be a minute before I can update the “playlist.” For the time being, tags and campaign pages will have to suffice and even the latter might go un-updated for weeks or a couple of months until I have time to catch up.

All these things will greatly help me in being able to play the game largely offline and then import it directly into the blog when I have time.

Though I am reducing elements, I will be adding a time tracking element. Some games that did not feel a good fit for the “Doug Style” of playing were partially because they had a more precise time tracking element — especially OSR and NSR type games — so I’ll add a simple element to fix that in place. It should look a bit like this:

Day 3. Round 7. Torchlight remaining: 5.

Not every segment of time will get its own bubble. If we wait for five rounds, then the next one will be five rounds later. It’s just a tool, not a requirement. For those games that take place in a real world or real-world-analog where I keep track of days and locations, that element will take over that place.

Generally I will also be trying to reduce (but not 100% avoid) intellectual property issues. It’s hard to avoid it, completely. Any let’s play of a published adventure is going to spoil some elements. Use some names. Possibly show some graphics. Some let’s plays just show snippets of the module directly on screen. Effectively all let’s plays discuss anywhere from a moderate to a major portion of the content [NPC stats, locations, twists]. That being said, I’ll try and keep it well balanced. Refer to module pages and names. Post only quick summaries of room/area content. Try and avoid showing completed maps and such. Credit everything. With the current adventure, I won’t go back and undo stuff I posted — instead, I’ll focus on moving forward — but as the overall campaign continues it will shift a bit to being more in Doug-voice and in-world voice rather than than in-module voice.

Finally, I will just gladly return fully to Doug-style playing. Characters will get scenes. Scenes will get details. There will be inner dialogue. Drips of lore. All that. The Shadowdark sessions tend to fairly quick play — the balance between mechanical and planning sections vs writing/playing sections closer to 50/50 or even 60/40 rather than stuff where it is more like 20/80.

When Is It Returning?

I don’t know. The plan is to start playing this week (the week of June 16th, 2025). I will write it directly into the blog as my play diary, etc. If I get through the caves and get to a spot where I feel the story is complete without there being a cliff-hanger, I’ll start scheduling the posts to go out either on a weekly or semi-weekly or even…um, whatever 1/3-weekly schedule would be. If I do not get finished, I’ll leave a note to that effect and then I’ll have a few sessions in the bag to help kickstart the re-awakening of the blog circa-August/September 2025.

Along the way I’ll work on some solo advice and solo musing stuff. And maybe some simple one-shot type things.

CREDITS

“Re-entering the Sea Caves” is photo by Jonny Gios on Unsplash.

Fourth Wall Break #8 – One Month Later

A strange portal glimpsing another world.

Looking Back at The Resolutions

It has been exactly a month since my last Fourth Wall Break. In that time I have fairly completely changed how I post and blog and added in some new mechanics. Tried out one new system and am planning to try more. I figured I touch back in to see how my new year’s resolutions were doing.

To refresh, here were some of the resolutions that were actionable:

  1. Formal Move Towards { Worlds → Campaigns → Arcs } Format
  2. Focusing on One Arc at a Time
  3. Post Once (and Early), Edit at Least Twice
  4. Trying Out “New” Game Systems
  5. Trying Out “New” Game Worlds
  6. (Re)Trying Out “New” Oracles
  7. Things to Not Sweat…
  8. Make More Art, Design More Stuff, Focus on Game Motifs, Etc
  9. Build Up a List of Graphical Resources

Looking at that list now, four+ weeks later, most of them are coming along just fine. #1 (Formal Move Towards…) was pretty easy. That one was less about doing things differently and doing things more formally. 

#2 (Focus on One Arc) was a bit harder at first but once I got into the momentum it was nice. It helped a lot for me to get really into the vibe. It matches kind of how I like to play anyhow. I’m sure it will run into some tricky bits in the future when I stall out in the middle of an arc and have to push through without having a fall back. Still, doing so allowed me to finish Eustace & Hitomi and The Case of the Rambler’s Inn and The Bloody Hands REBIRTH: The Stone Crack’d. Both went on long enough that had I kept them to once-a-week, both would still be on-going and that slow down would have impacted a good bit of their story. 

#3 (Post Early, Edit Often) is kind of a mid-level success. I keep around a week of posts stock piled – as of right now there are four posts in the second The GLOW arc including two sessions and a couple of mechanical, meta-posts. The editing I am working on but sometimes when I get done it is hard to give myself the space. I would say overall I am doing better. Just not perfect. My ultimate goal which might be unobtainable would be to push out to a full two weeks in advance just to have plenty of a buffer. 

#4 (New Systems) and #6 (New Oracles) are still in the too-early to tell stage. I have brought back Gamemaster Apprentice Decks and am enjoying those. I did launch the new GLOW arc in Outgunned and am enjoying that. That being said, there really hasn’t been enough time to truly get into the muck of it. Somewhat similar, #5 (New Worlds) just hasn’t had time to happen yet. I still don’t know when or how it will happen.

#7 (Things to Not Sweat) I have been pretty good about. I’ve been pretty happy with how things are turning out and fully embracing my own style. Stories are a bit queerer. Weirder. The kind of action sequences and dialogues I like are rampant. I am less likely to add much in the way of apology anywhere.

#8 (More New Art) is working pretty well. E+H had a new style of splash art for me representing old newspaper photos tied into the game world. The other E+H, the GLOW one, has an odd new style meant to represent how Eustace sees Soulburn. Both were pretty distinct. I’ve added a few maps and other notes while continuing to use some Dean Spencer Art. I’d say #8 is about as successful as I could have hoped.

#9 (Links to Resources) has semi-stalled out. I did make a page with some of my most frequent solo resources but never got so far as to sort through a list of graphical resources. Likewise, I was going to have a few posts about how I make some of my art – either splash art or dungeon art – and never did. I should probably rectify that.

Saying Goodbye (Temporarily) to The Bloody Hands

Earlier tonight, the final post of “The Stone Crack’d” went live. What’s more, it represents something a break – the first since this blog started – where I will actively not be thinking about what to do next with Arden, Jalmar, and Natalia (originally Prenty). A kind of gimmicky “just play with a few bullet points and three dice” campaign, The Bloody Hand was the original reason for this blog. Conceived as a sort of episodic, low-sense campaign with glimpses of a season working towards fighting an ever present villain, it has gone on to be very much so about the main characters and rarely about the main villain. The final arc did include the Hand and their weird otherworldly allies but they were overall pretty minor. 

Most of my campaigns have a concept of a future possible but sometimes it is interesting to let them go and say, “Maybe we’ll meet again.” For now, I am going to finally move The Bloody Hands into the Finished and Past category and will bring it out when it is time. 

I feel pretty comfortable with saying “They lived their life and continued to fight” at this moment.

Still No Bleak + Pearl, Part 2

It has been over a month since the last Bleak + Pearl post. Technically, the new side-team is still chilling in a dungeon waiting for me to look back at them. Poor things. 

Overall, it was just a weird time to try and play a game where I reset the characters and took it all the way back to the beginning. I played out the first hour of a second session and it was just not hitting. Even if it doesn’t have long-winded dialogues or action sequences, I’m a bit past the point where my old bullet point notes work for me. The characters needed to handle a couple of situations and it just felt perfunctory. Like if I was trying to code a video game with a couple of options instead of building up Doug-type play.

I think I will try going in and play it slower, more like I normally play, and find a balance to some of the OSR/NSR turn tracking and such. More fiddly than the previous B+P sessions. Less wordy. A compromise.

Sometimes Ups Outnumber the Downs…

A quick hit of a few other things. 

  • I have the second virus of 2025. One per month isn’t that bad. This one is “better” but it leaves me feeling very weak and woozy. I don’t normally nap very much but after taking the day off work I slept for 3 hours and my body wanted more. Ironically, the last time I got sick – with Covid – was while playing Eustace and Hitomi. Now I am getting hit again while playing The GLOW version. Those two are cursed, I tell you.
  • An Office Depot near me was shutting down. I hope the workers are ok. On the more positive – at least selfishly – note, this gave me a chance to pick up pencils, pens, plastic trays, paper, graph paper, drafting paper and other stuff that will be very helpful in solo play. 
  • On a more negative side of things, Google continues to be weird about indexing this blog. It has most of the pages scanned but hasn’t really updated. I am mixed emotions. The more people who lay eyes on the blog, the more potential stress it brings. Still, I like to post a few things that I consider helpful for solo players in general, reviews, etc. Having the search engine refuse to index it does hurt that aspect. Ah, well.
  • In the middle: I started taking Ozempic. I have always been a BIG DUDE. Post-college I got bigger and bigger. For a while, I was pretty active so the morbid obesity tended to come with good muscles and the ability to walk miles per day. Post-accident, post-long-bed-rest that is no more. I am just 400lbs of man who no longer walks 3-4 miles a day and no longer carries lots of books and boxes around. I do have an indoor bike and work out around 150 minutes a week with fairly aerobic zeal but it is not enough. So I am cutting my food intake in half, keeping up the exercise. Stuff already feels better. Which is to stay that I feel nauseated and my stomach cramps much of the time. 
  • In the pretty bad: the world is quickly swinging a more hostile place for my queer folk and specifically my trans partner and their trans friends (and it was already a hostile place). I have no good solution but just keep in mind that more and more of my posts will be even more queer and trans to give myself a mental break.
On to the next month, Space Pilgrims.

Returning to The Bloody Hands REBIRTH: “The Stone Crack’d”

Fantasy art of an obelisk standing in a desert ravine.
Image is © Dean Spencer. Used with Permission. All Rights Reserved.

 

Five Pretty Big Changes to The Stone Crack’d

I think we are reaching a point where we can build up to the end game for The Bloody Hands. I finally feel like I have an idea of something suitably epic to finish up the whole campaign. Let’s see how “The Stone Crack’d” ends, first.

Now that we are returning to The Stone Crack’d and playing out “the last great missions of Arden Ulet,” I want to try out a few changes to help ramp up some things. The Bloody Hands has long been my “just try it out and see what happens” campaign and so I think a fitting tribute will be to try and push a few assumptions of mine around pretty hard.

Greatly Reduced Death Armor

It is pretty common in my games that some characters have “Death Armor” where they can’t die — at least not until some phase is reached — and instead just lose the ability to control or really have a say in the scene until they have time to rest, get healed, and so forth. As of now, most characters are going to lose that Death Armor. The one exception will be Arden Ulet but it will still be fairly impactful on him.

Dropping Mythic for Gamemaster Apprentice Decks

I am a big fan of Mythic and will continue to use it otherwise but with the end of the series and the more nomadic nature of this particular arc, it could be fun to try out something new rather than try and link things to old established threads and such. I am kind of bad at using the Gamemaster Apprentice Decks so this can be good practice. In this case, I will use the Base Deck since there’s a non-zero chance of a new Fantasy Deck coming out (they are currently working through 2nd editions). No real interrupt scenes or altered scenes but lots of scenes will have tossed in complications for the sheer joy of it. Threads show up when they make sense. Make it loud and make it proud, son.

Progress Tracks More General + Clocks

I will break down Progress Tracks to more generalized and I will assign them a die size (d8, d10, d12, etc). Tracks get successes and failures. If the track fills, roll the dice and score equal to or under the successes. Same if the track comes to a sudden stop. Failures eat the total at the end (so 5 successes + 3 failures fills a d8, etc).

Being a Bit Stricter on Tricube Rules

I tend to be a bit more lax on specific rules when playing solo just because it helps reduce the overhead. I also get into a habit of just winging a few things and ignoring more story-limiting options. Characters never roll 1-die even when it would make sense for them to be against type — helps that Guardians are generally meant to be capable at a lot of things — and Perks and Quirks do not get used enough. I want to try that.

Finally, Keeping Scenes a Bit Shorter/Punchier

The final part of this is related to my arc-recap for Eustace & Hitomi and the Case of the Rambler’s Inn where I broke down various degrees of journaling vs mechanical play into five tiers and pointed out that the Tier 5 — a fairly fleshed if possibly crappy short story or novel style approach — is something I love to do but takes a bit out of me. In this case, I want to try something more like the cusp between Tier 3 and Tier 4. Some dialogue. Some action. Some setting. Sometimes brief. Sometimes a bit longer. What I might call the 50%-60% zone. The idea is that each scene will take me only about ten to fifteen minutes to play with some being shorter while maybe one or two key ones swing longer. Just kind of clamp down on a timer to make the “player phase” a bit more punchy.

Eustace & Hitomi and the Case of the Rambler’s Inn: Final Thoughts, Recap, and Debrief

 

Handwritten notes showing the start of the campaign.
Dated July 24, 2024: These were page 2 and 3 of my original concepts that lead to the campaign/arc.

 

A Few Rambling Words

First, a life update of sorts: the fever that warped and delayed finishing Chapter 11 — on my end, I had time to get it finished and scheduled on time for the blog’s end — turned out to be Covid. Still is Covid, as of writing this on January 14. Not sure which flavor or collector’s edition I have but I am calling it COVID-’25. Year’s off to a great start.

This was the first campaign arc to benefit from from the plan to spend at least two months only playing a single arc at a time and I would generally say that my overall enjoyment and my sense of completion has definitely improved due to it. This also means that it is the first time since Gareth Hendrix and the Bunker Bigfoot that I have had a chance to write up one of these recaps and debriefs. A kind of test case if you will.

A big change to Eustace & Hitomi is that since the one-arc-at-a-time means that I am also thinking of campaigns-as-a-series-of-arcs rather than open ended campaigns that early plans to have a kind of free roaming series of mysteries is dead and replaced by a more solid attempt to close the gates. I think this is for the best because it brought “…and the Case of the Rambler’s Inn” to a much better close than had it been buried under potential weeks of rapidly increasing plotlines. It does mean that the campaign/series is more fully closed and to be put aside for at least a minute and maybe longer.

There is a secondary aspect that is kind of funny. I played through the last four or so E+H sessions but that ended up only being about a week and half’s worth of posts. In the older once-per-week variation, we would be looking at a whole month. A month wtih bigger breaks in between and probably more false leads as I tried to bring the relatively massive weight of the Maidenstead universe back under wraps.

In that, I will start with the future of the campaign and then work through some other notes.

The Future of Eustace & Hitomi

This is a little tricky to answer because I think the current answer is maybe nothing. Around a 50/50 chance of nothing. Which is technically wrong. Eustace and Hitomi are both going to have a new version — both of them fairly different and based on the Outgunned ruleset — as the second arc of The GLOW very soonish, possibly within the month. And Eustace and Hitomi are going to have at least minor cameos in the planned Alex the Dumbass series that will most likely be right after The GLOW‘s second arc. I resonate so much with the characters that they are going to be one of the backbones of The Alabama Weird for a while. In fact, in my headcanon (which is like God saying “In My Design”), Eustace is going to be the person who coins the term, “The Alabama Weird.” The one thing we know about future Eustace is that he has spent a lot of time combating the horrors in his home state. There will be a good deal of references.

But as for this version, the “Slice of Life first with Romance Second and Mystery Third” version, I am satisfied with a kind of one-and-done. I am glad that I did it, just don’t know if I can do it convincingly or over a longer period of time. At the core of this was the joke that the two mains — Eustace and Hitomi — fall in love improbably fast despite everything. Everything was just flavoring.

The sense of needing to think twice before I go again is increased by the sense that I think I did tell the story. Eustace and Hitomi each found their own voice, especially Eustace. Elly and Milly found their voice. Daphne and Jenny somewhat found theirs. Raymond somewhat found his. Morgan got a bit left behind. Generally, though, the story as told, combined with splashes of “future sight” gives us a good picture of the ups and downs that people face, even if they are RPG superstars.

I can come up with Southern Noir meets Bama-Cozy-Mystery plotlines and hooks all day long, so there are lots of possibilities. I just need a slightly different approach next time. Definitely fewer focus characters (E+H+1 is the goal), a more active mystery matrix, that kind of thing.

If I do bring back Eustace and Hitomi into their own campaign in the next year, they will likely be GURPS Lite+ with GURPS Mysteries as the main expansion.

You know what, I convinced myself. I will dive back in at least once. 4 years later. Right at the cusp of their wedding. Hitomi is pregnant (but Eustace doesn’t know, yet). Eustace is becoming a well-known amateur detective while Hitomi is becoming more known as the very practical one handling parts of Maidenstead’s growth. Amy is in the middle of both of those things causing some strife. A ship washes up in the bay with everyone missing. That should have some hijinx. Eustace & Hitomi and the Case of the Empty Promises. Just, I’ll give myself a slight break. And the slice of life will be toned down a notch, more as flavoring scenes to the other.

Some Fun Notes from BEFORE …and the Case of the Rambler’s Inn

The first page of handwritten notes about the series.
Technically, this page comes before the one above. Never mind the “Maidenhead.” (that’s what she said!)

 

You can see some differences in the photo of my original handwritten notes (including the top of this post). The basic idea was the same: Eustace Delmont was a bit washed up after college. There was a weird inn and a missing person’s case. Several other details were changed quite a bit.

I eventually stopped accidentally writing “Maidenhead Mysteries,” which is a much different story in potential. One that is a lot sassier and involving more frolicking and petticoats.

EUSTACE DELMONT was originally 6’1″ and 350lbs. This would have made a much more overweight character. He got taller and thinner, though still fat. He originally had a masters degree in cybersecurity. He collected tokusatsu figures, especially from a fictional toku series called Cyano Rangers Mystery Force. There were going to be deep nods to plot points in that series and possibly side-scenes related to it. One day I might run episodes of that series as a funky sort of campaign. The fandom was changed to Doctor Who after the start of the current series because of the time shift (it would have nearly impossible to collect much toku stuff in the 90s in lower Alabama) and because I didn’t like the implication that Eustace jumped at the first Japanese girl he saw possibly due to his fandom.

HITOMI MEYER almost definitely would not have existed. The “Mystery Machine” tie-in was going to be the production crew behind a Youtube series called Dawson’s Detectives where Dawson was a psychic dog. Dawson was potentially to be Eustace’s help in this version. Maybe there would have some flirtation with Dawson’s owner but the investigation team was going to be largely antagonists who consider Eustace as a bother and kept getting in his way. Dawson and crew might show up in Alex the Dumbass.

THE RAMBLER’S INN was initially The Ramble Inn and it was built on top of a double spring called “The Twin Springs” which contributed to its weird design. It was owned by Elmont Properties intead of the Reeds (Elmont likely got dropped because it was too close to Delmont). There was a big deal about the missing person case interfering with the sale. Originally it was designed by Alphonse Balph (a name that maybe meant something to me but I’m not sure what wordplay I was going for) and it going to have some strong tie-ins to actual arcane forces, at least according to rumor. The initial mental model, before I made it much weirder, was The Grand Hotel in Point Clear, Alabama (including a small and quite pleasant stretch of beach that I recommend, it’s nice!). In fact, most of Maidenstead is a direct reference to the Spanish Fort | Point Clear | Daphne part of Alabama (so much so that it can be understood to be what might happen if all those communities were merged into one). Despite the coincidence of Daphne as a name, she is not a reference to the town.

AMY PATEL was originally Michelle Jones. Why it became Amy Patel, I do not know. She, by the way, did not originally have a mother from Hong Kong until The GLOW when I used such to figure out why the stock art used there was not an Indian-American woman. Hong Kong got used just because of its heavy use in cyberpunk and Shadowrun. It wasn’t until I trying to find stock art to match my more “real world” visual of Amy (post The GLOW‘s stock art) that I found a Vietnamese woman who hit the exact right notes. Since there is a Vietnamese community near where this takes place, it would have made sense to have her mom be from that but it was too late to exactly take it back. Since she takes after her mom much more than her dad, there was an idea that maybe she wasn’t really Roman Patel’s child. I left that at guesswork at best but in my head-canon this is an explanation. We know the Patels were aggressively open in their relationship.

1996 was not the original year. It was set in 2024 to start. I still have no good idea why it was changed to 1995 in the first post and then 1996 in all subsequent ones. The change meant the Youtube series became a somewhat silly device of a VHS-by-mail-subscription service and the tokusatsu figures made less sense. It ended up being a boon since I got to work in more music and tech from the time period.

Things I Liked

I really liked making artifacts for the game world. If anything, I wish had made more. More photos and blueprints and notes and drawings.

I liked trying my hand at a “mystery-first” game that was really more of a “romance-first” game. I think I did the former quite well and the latter quite mediocrely but ah well.

There were several character developments — Milly finally admitting she wanted Elly to be her bigger sister and that was part of Milly’s hangups with Eustace screwing up his life, Morgan’s speech about Eustace as a mirror, Hitomi dealing with not being able to know someone you meet later in life fully — that were basically therapy for me. Moments like Jenny talking about how her jealousy was sense of distrust that anyone could love Elly like she did hit hard, especially as I realized that the two of them were probably moving towards splitting up. Elly talking about how she had always considered Eustace to be “hers” was sort of based in some issues I’ve had with fairly co-dependent relationships where people clung very hard despite us not being compatible with me putting up with it because I was also a mirror for many years. All of that was fascinating, like coming to understand why Eustace and Hitomi — neither of which were intended to be precisely virginal — were having such a hard time figuring out what it meant when someone else clicked for them. Prior to my actual real world relationship with Kazumi, I was essentially asexual in real life. Even early on in that relationship, I had a hard time expressing myself physically. Then, when it worked, it worked. Kazumi remains the only person it has ever actually worked for me, though. Eustace is maybe a bit more comfortable in his nerdy sexuality.

I adored the humor a lot. A lot a lot. I often toss in little jokes in my gameplay notes but there was a specific intent to make myself laugh. The scene where Daphne announces that Hitomi was thinking about marrying Eustace made me actually laugh while writing it. A lot of scenes with Daphne were good for my soul.

Things I Did Not Like So Much

One of the potentially odd first things that comes to mind is in Chapter 7 when the dressed up Hitomi is described as “fucking hot.” It’s a stale trope, at best, that the alt-girl becomes more traditionally attractive with a few new clothes but in this case it also kind of went against the idea behind the love story. While neither Eustace or Hitomi were meant to be unattractive, part of their romance was that they were the kind of person who might be a bit overlooked in the usual romance game. Eustace was overweight and dressed like a nerd. Hitomi was underweight, chainsmoked, and dressed like a stoner (a kind of real life take on female Shaggy, as it were). Though their first meeting led to a very rapid mutual attraction, it was meant to be more of a soul-mate, fated encounter thing. I later explained after the fact that Daphne is just the kind of woman who finds all of her friends and family to be the hottest, smartest, best people around. Other people, like Morgan and Elly, would have been bigging-up Hitomi in encouragement. Still…kind of wish I had played off the unconventionalness a good bit more.

I didn’t really like that I just ran out of stuff for Morgan and Jenny to do. Morgan was supposed to be the first-secondary character, as it were. She ended up just standing behind Hitomi and going “oh” and giggling. As fun as some of that was, I kind of wish I had centered her and fleshed her out before adding four other characters that I had an easier time playing.

I liked bringing in the real world artifacts but one thing that mostly got left behind was the heat. Junes in lower Alabama are hot. If I did it again, the heat would be a bigger deal for sure. There would also be more summer rain and a better sense of Alabama as a place.

Another potentially odd one is the way that some genre fiction fetishizes the smoking-female trope as a sign of independence (only tending to be topped by sexual liberation). Even though nearly everyone in the series smokes — even Raymond and Milly, though they are all about pot — the fact that two-thirds of the cast was female felt pretty close to that line. Hitomi smokes in part because of Merrily Watkins (Phil Rickman’s series of weird/folk-mysteries) and for several others it made sense for their character (the southern party belle Daphne and the more anxious Elly), it just felt a bit odd at times.

Speaking of fetishes that sneak into genre fiction, the fact that nearly all the queerness is lesbian is a problem (Elly and Jenny, Morgan joining in with Hitomi). There was an idea that Raymond (and Vern) were gay but I kind of just liked the idea in the end that Raymond was very pretty but didn’t really care much about sex and relationships. Vern is definitely meant to be queer but he was locked in a room until the very end.

I kind of wish I had worked more stuff into the story about the impact Amy going missing would have had. It became a kind of running joke that the central mystery kept being avoided but still it should have been more before Daphne had to remind everyone about it.

Finally, the biggest regret is just how much the series got shuffled around until it finally took hold in Chapter 6 and grew fairly fast and strong from there.

Lessons Learned

I learned that I am not the best at writing romances. I can toss a few nods in but actually making them make sense and work is a bit beyond me. It is most obvious after Eustace and Hitomi actually admit their feelings for each other but essentially have no real scene together until the end. As we potentially move through marriage and parenthood and how it clashes with the mystery-solving life I think I can do better. I’ve been married for 20-years and have a nearly 8-year-old daughter. I have thought like a husband a father for a long time.

I learned that for this kind of game play, I need to focus more.

I also have learned that this kind of “play” where a lot of it is writing a bunch of dialogue and such is maybe a bit too much for me for anything like a longer series. Each chapter would easily take four or five hours of work once you factor in going back to edit it. A lot of the dialogue would be written directly in response to the dice and other factors and then it would take two or three passes to make sure stuff was in voice. It did wonders to help me anchor folks like Daphne into people I can imagine but it meant that while in “Eustace” mode I was spending a good chunk of every day just to keep the output to where I needed it.

I have been trying to find a way to codify it for myself. I think it might look something like this (this is an early pass):

  • Tier 1 {5%-20% journaling} – short bullet points, a few maybe longer, or notes mostly kept directly on the character sheet and maps.
  • Tier 2 {20%-35% journaling} – short paragraphs with most things summoned up in a single sentence and a few dialogue prompts. Majority of gameplay is through dice and game mechanics up to this point though roleplay is there on the backend.
  • Tier 3 {35%-50% journaling} – some scenes get more details but scenes, especially those with combat or more repetitive delving, might be more summed up. Ebbs and flows from short to long and back again based on personal need. Starts moving towards roleplay/writing as being a major contributor but gameplay is still very relevant, often majorly so. [Essentially the standard level to my recap games]
  • Tier 4 {50%-70% journaling} – longer written scene but still with the idea that not every bit of dialogue or every bit of action is written with some bits still getting more summed up as expedient. Still ebbs and flows but sticks a bit more to the longer side. A relatively complete world glance but with a focus on using the expanded glimpses to flavor the world without having to be accurate down to the precise detail. Effectively balances gameplay between dice/etc and writing since writing and roleplay just naturally takes longer. See an example later post from The Bleak + The Pearl to get a vibe of this.
  • Tier 5 {70%-100% journaling} – the game world is realized in fairly in-world complete fiction writing with most dialogue and descriptions considered as written. Very few summations and a lot of gameplay is discovered in the act of writing with dice rolls adding in flavors and twists. This is where Eustace & Hitomi is, at the upper end, while something like The GLOW is a bit more at the lower end but still pretty high.

I am not great at Tier 1. I would go so far as to say I am bad at Tier 1. I do ok at Tier 2 and much better at Tier 3. As I am hitting Tier 4, I am getting a chance to roleplay while also having a good amount of dice rolls. Tier 5 sparks a lot of joy in my heart but quickly drains me because it is the absolute hardest to break off. I think ultimately I am the absolute best at something like 50% to 60% range because it gives me enough chances to build some dialogue and scene setting but also the freedom to break out if I need. Something where I feel beholden to keep up a heavy pace, especially when I am trying to give multiple characters a voice, adds stress that should likely best be avoided except in certain more dedicated “lore”-type scenes.

Speaking of, I learned once again that my general upper limit of focus characters is around three to four with more than that quickly getted shunted aside.

Things That Might Be Fun to Do Different

I think it might be fun to toss out the whole hometown thing and have an older detective actually staying at the strange inn and have other people be guests.

If I told this story again, Daphne would probably show up earlier. Elly might be there but Jenny and Morgan would probably not besides as background characters. Raymond might make it, maybe combined with a Jani type as a cop undercover at the hotel.

I think some of the scenes with Elly and Eustace would have been better between Eustace and Hitomi instead. That being said, it almost hard to not write this as Elly and Eustace’s love story once I started putting them together. It could be nice to have two old friends who have been there for each other for years finally realizing what that meant.

A Few Final Pieces of Trivia

  • Before Eustace, the plan was to work out a series called Alex the Dumbass which I described as “John Dies at the End but with a very Alabama-vibe.” While the still-planned Alex series will now be a bit less JDatE — Alex Dumas being Eustace’s younger cousin and one of his biggest fans — there is a scene near the beginning of JDatE where the schlubby Dave character almost immediately falls for Amy and ends up saving her dog and later they just kind of fall in together without any proper plot support. This was not intended as a reference in Eustace but man does it feel like a weird coincidence in hindsight. A few of them.
  • There is a line in Chapter 7 where Jenny says that Elly will get out of bed to call Eustace to bring her medicine despite Jenny being right there. While this was building up to the issues Elly was facing — and causing — it is actually a semi-humorous actual anecdote between Kazumi and myself from before we were dating. I got called to bring medicine. While Kaz was not in bed with anyone at the time, it kind of had that same vibe amongst certain people about why I was the person being called.
  • Aunt Elvis got their name due to a family in-joke. I am a pretty big dude. I have a cousin Elvis who, at least as of the last time I saw him, was bigger. He would jokingly call me “Runt.” When I ran into the problem of needing there to be an oversized-to-Eustace sweater, that was the first thought that came to mind. There had to be someone who would consider a 6’4″, 250lb Eustace a runt. I figured someone called Aunt Elvis who was 6’9″ and dressed fabulously probably filled in any and all mental images you would ever need. My cousin Elvis is much more a traditional big redneck boy, but lovely enough.
  • One of the biggest running jokes is where people hear a name or reference and assume the person meant something else. By a coincidence, mostly, nearly ever case of this occurs to Eustace. You have the “Eu” = “you” that showed up around once per chapter. But you also Jani mishearing “the Doctor” and Daphne misusing the reference to “kinky shit” and “absolutely not a guy” which I set myself up for and had to take the opportunity. The “Eu sounds like you” showed up in Chapter 2 and made me giggle so I kept bringing it up.
  • The Johnson Pharmacy and Feed Store was very nearly called the Johnson Farmacy but I figured that might confuse the southern silliness even further.
  • I had a potential idea for bringing in the Cyclopes to broadcast some information as a way to get around Chief Raylon’s meddling. I also had an idea that the “Jan-Z-Moo-V” chain might be involved with the illicit tape distribution. Neither ended up being needed at the end.
  • Chapter 5 was meant to have a librarian, Mrs. Maisie Zable. However, an altered scene changed that. This likely shifted the entire storyline away from the potential of “ancient folklore” and proper Alabama Weird to keeping it a bit more real world grounded.
  • The Absolute Winner for Missed Characters was Patrick Yost. Chapter 5 had an interrupt scene. Chapter 7 had a random event that changed the whole scene. Chapter 10 had an interrupt scene. In each case, every attempt to play out a Patrick Yost encounter failed. I don’t really mind that but it was kind of meant to be the Morgan Carter break out scene. The bit where Morgan explains Eustace ended up being essentially the last Morgan-centric scene in the entire arc and was effectively the last time Morgan drove any plot until the unexpected threesome. After that, it was really hard to figure out how to center any plot around her at all without slowing things back down so she spent most of the rest of the arc off-screen despite being intended as the equivalent of Eustace’s Elly to start. Sorry, Morgan.
  • The idea of bringing in Special Agent Jani Blum to break a potential deadlock of how to have a bunch of 20-year-olds go up against a crime syndicate of sorts not only did that but the interrupt scenes related to Jani likely trimmed at least two whole chapters from the story. Jani, being the only character not designed in the Maidenstead Mysteries rule-set was also the only character that did not have any Death-Armor. Had the gunfight gone differently, Jani could have been killed.
  • The story about Jani helping Luca is from Chapter Two of The GLOW 1996. Presumably it went down differently, here, without The GLOW’s elevating presence. Jani has “cat-like eyes” here in reference to his alternate version. I had the idea of working in a reference to him being friends with a werewolf with healing abilities but Alabama Weird Tad did not get a chance to show up.
  • Because Jani never interacted with Daphne or Hitomi, there was a potential line I was workshopping that never got a chance to be used. Daphne was going to talk about how Eustace attracts a large number of sexy men and ask Hitomi to borrow Eu for a romp through Italy. This is partially retained with Eustace leaping into a Venetian canal and Hitomi’s line about how Eustace has several gorgeous friends. Way back in the Prologue it was said that Eustace nearly died (in an August 3 newspaper, so over a month after the start of the Rambler-arc) taking down a corrupt banker — who was always meant to be Roman Patel — so I had some confusion trying to figure out how that came about. The original idea had the missing person’s case taking place over a much longer time frame instead of essentially being over in a single week, but Vern going missing was part of why it sped up. Amy wasn’t really missing. Vern was. A month would be a long time to be held captive.
  • Eustace did not smoke a pipe because I am an ex-cigarette-and-pipe-smoker who quit after nearly twenty years of smoking just this last year. So my main-focus characters tend to not be smokers (despite Hitomi being very much so a chainsmoker, partially in reference to Phil Rickman’s Merrily Watkins series, one of my favorite weird mysteries, which is also part of why she is British). Once I worked out that basically everyone but Eustace and Jenny were smokers — including Morgan by the end — I had Eustace hold an empty pipe in a single scene. I was done after that.
  • This series is by far the most sexual content I have ever had in an RPG (solo or otherwise). Had it not ran into the months’ long semi-break, it probably would have just ended with Hitomi and Eustace kissing. During that break, I played around and pushing a few boundaries in other series, so I went with it. There were a few additional details across multiple scenes that were cut for a variety of reasons, generally because they were two much. This is fun, scary, sexy-romp but — outside of the porn scene — isn’t really meant to be about the sex in any way (neither was that, truly).
  • That being said, Eustace and Amy most definitely did not have sex despite Hitomi’s worries. The fact that he grew back a beard — something that Hitomi would like but Amy would not — was the only real clue (that and the gifts). As I was picturing it, Amy is the kind of person who had grown used to using people (or at least being expected to). Eustace was the kind of person used to being used. On that trip, they instead learn to act like equals. Amy became kinder. Eustace became more self-expressive and boundary-setting. They basically just took a tour of Europe getting into adventures and solving mysteries on Amy’s dime.
  • While never explained what Hitomi’s tattoo is mentioned briefly in Chapter 1, the idea has become over time that it’s a fox. The very slight hint to that is Jenny giving Hitomi fox ears near the end. The reason of this is nothing to do with the Eustace & Hitomi and all because in The GLOW, the field psychics hide their identities by wearing fox/kitsune masks and Eustace + Hitomi are about to have to contend with several field psychics interested in tracking down Eustace as his powers start to manifest even more.

Up Next for the Doug Alone is…

I will post a preview/teaser for “…and the Case of the Empty Promises” but after that will be diving back into “The Stone Crack’d” which still has some hefty moments to go.

The Four Solo Play Techniques of This Blog

tl;dr version

Over the months of adapting my playstyle to the blog, some of the “Dougness” of my playing got increasingly lost. This post talks about trying to reclaim that and establishes the four baseline techniques I use to communicate my sessions to folks through this blog:
  1. Play it in my normal style and then write up a recap (the original flavor)
  2. Try to play it in-line with each session being an hour-ish spent playing and writing a blog at the same time
  3. A fiction-first style of play where the mechanics are minimized and the focus is more on presentation and development of “chapters”
  4. A style of play that embraces different modes (Gamemaster, Player, Lore, Commentary) to give the different elements each a fair shake to build up mental gaps
In this post, I will look at those different elements and talk a bit why a return to #1 while retaining #4 (and some #3) is likely the best options for me. 
It also has a longish example of the kind of roleplaying mistakes I like to make: building an entire session around lore and worldbuilding that never actually got used. 

The Four Solo Play Techniques of This Blog

My usual playstyle for solo RPGs, at least before I started this blog earlier this year, tends to be a bit haphazard fitting my mood, location, time-available and some other elements. I tend to lean a bit more digital-notes rather than physical because my handwriting is crap and I toss so much text into the game-space that my hands start cramping but past that it can lean anywhere from “a stream of notes in a text document” to a bundle of (digital) character sheets, digital maps, Mythic tools, VLC Player set to stream something ambient, a stack of PDFs, a handful of physical books, and a set of physical dice. 
One of my quirks is that no matter how much digital everything else gets, I tend to prefer physical dice unless it is just too inconvenient. It’s a question of blame, you see. You can blame digital dice but you cannot properly build up a sense of resentment unless you have something physical at which to point and glare. 
This is not exactly a post about my overall playstyle, though, but instead about something closely related. As I started posting just a portion and ended up posting the vast majority of solo play content to this blog, I realized that haphazard notes and shorthand scribbles would not make anyone, not even myself, happy. I began to develop a few different write-up styles which in turn deeply impacted my own playstyle. 
Prep is play and play is prep, after all. 
I thought it could be a good time to sit down and quantify the four different styles that developed around this blog (with links to some examples). This gives me something to point towards when I am trying to explain some different flavors. 

Technique One: External Play with Recap and Notes

The original style used for this blog. Just play however I want to play with posts largely being just summations of that with some commentary and possibly links to actual supporting documents and notes.
The style here is to play as I normally play – digital files, pdfs, books, dice, notes – and then to type up a summary of what happened usually with some link (or embed) of maps and notes.
You can see it most in the earliest posts on the blogs initially. The first Bloody Hands episode – A Fragile Merger – has a link to an external document. The original Bleak + Pearl episodes – such as the Scarlet Minotaur playthroughs – had only a map with a few quick notes and then a lot longer recap trying to sum up some of the significant rolls and events. 
After a couple of weeks posting like this, I kept thinking about how to actually turn the blog as a whole into a more interesting long term project and that led me to phasing that style out because I, like a lot of folks new to something, felt the need to copy other people and their advice and there were a handful of people saying that fewer mechanics and more fictionalized story was the way. Which is a shame because a lot of my talent in the solo-sphere is the way I dance around with rules and rulings and concepts and flow and ebb to let things develop a bit organically (a paragraph might be several encounters or a lot of details alternatively). 
Eventually, I realized abandoning it entirely was a mistake that was trapping me into spending more time working on a blog than just playing and I brought it back for some campaigns. The Bloody Hands returned to this format with “The Late Returners” and by part 2 of that mini-arc, the idea occurred to me to go ahead and start posting the actual in-Doug-style type notes while prefacing it with a short recap. I really like that style. It gives me the freedom to both play in the vibe I tend to play and to have some mental space and time to go back and analyze, right up, and organize it. It maximizes my own particular solo play in both ways, without requiring a lot of external write-up. 
However, in the arc between starting this way and then returning to a modified version of it, three other styles started being used and all three deeply altered my own workflow for solo roleplaying. 

Technique Two: Blog-First Playing with Actual Play In-Line with the Blog

Trying to make posts that felt more like the standard style of such things, I started moving towards “in-line” play. I would fire up the blog editor and start typing. When I got to mechanics, I would put it in italics or have a footnote. As I wrapped up the post, I wrapped up the session (and vice versa)
This style involves typing into the blog directly as I play with mechanics set-aside but generally in-line with the rest of the post and the blog itself being the primary storage device of the session. The idea was to not slow down or hesitate but play as I wrote and write as I played. Mechanical notes start showing up at the bottom of the post (and sometimes in set-aside italics/bold-passages).
The earliest examples would be my playthrough/playtest of Sinister Semester X and then the fifth episode of The Bloody Hands (Biting the Hand that Feeds You). Both of these are definitely more in the older school of my posts and are written in a kind of quasi-summary style. A few patches of dialogue got worked in, some after-post edits showed up to blend early passages with later passages. 
Around the first delve in the Monolith of the Cyclops in Bleak + Pearl, you start to seeing this style mature a bit more. Mechanics are more blended into dialogue and room descriptions. At the peak of posts (roughly one a day), this was the style the blog was based around. 
However, it had two rough problems that are largely just a clash with own playstyle. The first, and primary one, was that mechanics tended to have been wrote up in a way that did not completely derail the flow of the fiction. My personal playstyle will sometimes involve writing up whole charts, maps, and details. 
Any but the simplest of these things simply did not fit (see the bonus story at the end of this post to see exactly the kind of thing that would not fit in with the “in-line technique”). 
Each post was a session and each session was a post and I generally wanted each to be whole unit: one played in a smooth, complete sort of flow. It put me in a mindspace where I was having to constantly bounce back and forth from a fiction writer to a gamemaster (with a much smaller sprinkle of player and a much larger sprinkle of editor). This meant that posts started getting shorter since it was more mentally exhausting. It was not easy to keep a thread going and as soon as some sort of twist or heavy scene shift occurred I would often have to take a break so I could contemplate and build up a few expectations before starting again. 
Things like scenes and threads starting getting muted because it was hard to tell exactly where one might end and another begin. I sometimes had to go back and rewrite earlier, even posted, sections because later developments would make these half-developed sections non-sensical. 
The breaking point of that playstyle was the Bleak + Pearl fight with the garfolk and the meeting of the strange mushroom man
Because of this, I developed another style to handle more OSR/event-heavy content. But first, the happy accident of me trying to Doug-up the in-line playstyle. 

Technique Three: The Fiction-First Game

Around the time I was taking a three week break from SoloDark to try and figure out how to move from Technique 1 to Technique 2, I embarked on what was meant to be a fancy one-shot: Gareth Hendrix and the Bunker Bigfoot. While it remains something of a successful failure that got better, that series worked out a new style for me. It is a modified take on the second technique – in-line blog-first play – but it put fiction first. 
For this style, game mechanics are minimal. Each scene tends to have only one or two rules and one or two oracles checks. Each chapter has between one and four scenes. The focus is on a more literary take with game mechanics being used to add plot twists, find out secrets, develop characters, and challenge me to take stories to places I did not expect. 
Gareth and his barely novella length adventure was a major reason this entire blog kept going. During the time period I was getting deeply frustrated about finding my voice there was a series that was entirely my own voice. It involved personal photographs and personal stories woven into the narrative and was set in (though fictionalized) my home town.
I love that I did that. It was a risk I would not have taken without this blog. 
That being said, there is a non-zero chance that the Eustace Delmont series might be the final time I try it for a while (I have long had an idea for a third part but I do not know). It can be frustrating. The Gareth storyline was kind of quick and punchy but trying to mature it into the Eustace one meant it takes a lot of time and a lot more external note taking. 
There is also the slight glitch that it is the solo roleplaying equivalent of a walking sim. 90% of the flow is decided with my own brain as the primary oracle. There were major twists that I did not expect but in between these islands of dice rolls were great seas of short story workshop. Maybe I just need to keep working on it. 
Going to the other end of the spectrum in the meantime… 

Technique Four: The Gamemaster + Player Style

In essentially the same week, I was wrapping the last of the original Bloody Hands arcs (Sink or Swim part 3) and concluding the garfolk obstacle in Bleak + Pearl (Drying off just to Get Wet Again). Both in the then standard “Technique 2” style. I had struggled through both (the “Doug’s Notes” for each talks about frustrations and switching things up while trying to put a positive spin on it). The honeymoon era of the blog was fading and I was slowly but surely getting stuck with a completely alien way to play solo games where a month long gap was suddenly noticeable. 
Would I keep going? Would I just go back to my Google Docs and quick notes? I was not sure. However, I was becoming aware of two definitely truths: 
(1) I realized that I worked best when I gave myself space to cook. I had to play with the ingredients, tweak the tastes. I would never be consistent with the ebb of flow of my playing. Sometimes I just wanted a fight with no real backstory and sometimes I wanted a backstory with no real fight. Sometimes I would spend hours crafting a town to never really visit it and sometimes I would spend around 10 seconds to make a town that would be the backbone of a campaign. I needed something that allowed for me to be me. 
(2) I am not actually that good at what might be the kind of “standard” roleplaying set of tropes. I GM a lot of games and do a decent job. I play in some games and do a decent jobs. But when it is just me, the kind of old-standards just do not quite jive with the kind of stories I like to tell. I suck at being a being a murder hobo. I play at long and complex subplots. I like my dungeons to feel uniform and purposeful. I like my NPCs to sometimes have little details like “favorite food”. Months might pass with the same story impact as days. 
I started playing with making a more Doug-like playstyle in the next Bleak + Pearl post (On Waterfalls in the Dark, Painting the Past, and When Fighting Is Best Saved for Another Day). What if I take time to construct the rooms and encounters completely separate from the “play” (though of course such prep is play even if the more in-line version made it hard to spend much time with prep without “spoiling” it) and then took more time to figuring out how the puzzles worked before trying to figure out how I, from a different viewpoint, would solve it. I have a lot of experience with dancing around the meta-game and I was pretty sure I could pull it off. 
This technique involves having two to four distinct phases of the game that each have their own methods. The first is the Gamemaster Phase which involves the construction of rooms, encounters, and scenarios using all the standard tools and a more relaxed flow that speeds up and slows down based on personal need and story requirements. Then there is the Player Phase that matches more the in-line phase but bounces off the stuff established by the Gamemaster with the post being in essentially “real time” with the play and writing flowing together. There are optional Lore Phases that are more like the Fiction-First Games of Technique 3 that are about pure world-building with a minimal amount of mechanics. Finally, there is a Commentary Phase to sum it up, figure what did and did not work, and to set-up expectations and ideas for the next session. 
The breaks in between phases allow for natural mental rests. The Gamemaster and Lore phases give a chance for worldbuilding, zooming out, and changing up the cadence so that not everything has to feel evenly split. The Player Phases then can be varied, quick, and often kind of punchy. Sometimes the Player Phase challenges the Gamemaster Phase’s assumptions. Sometimes elements in the Gamemaster Phase are not used in the Player Phase. 
It works really well for me and is kind of the ultimate expression of my personal style, though is a bit more complicated than I need for all of my campaigns. 

A Real Life Example of Why Technique 4 Is Needed for Solo Players Like Me

To show a variation of this from before I had my blog, let me tell you a story about my Advanced Fighting Fantasy campaign near the end of the Barston Bakersfield arc. 
I wanted a simple quest: a man along the side of the road has lost a valuable relic to some goblin bandits. Bog standard, right? Except I started out playing out what the jar was and who the man was. There was an entire session of backstory involving several moving pieces. He was a con-man who robbed old tombs. He had found the tomb of an ancient king and found, in this tomb, a relic that made anything inside seem valuable. People just had to have it. It was a perfect set-up for him. Toss in some rocks and sell people what they think is a jar full of gold. Later, they think they were robbed and he gets the jar back. 
Along the way to town to set up such a con, he runs into some goblins. These are not bad people, per se, but they are extremely cranky because their home had been overrun by hobgoblins who considered the short, unlucky gobs to be worthy of all the jokes and the pranks. They basically stole what they thought was a worthless jar because they were wanting to be petty. Only the man who stole the jar has angered a fairly powerful guardian who is hunting him. Now, it is hunting the goblins. Said goblins have gone to a grove that was once a place of giants and are staying in essentially a small garden that looks like a massive walled structure, complete with giant bees. 
This was going to be a set-up for a meta-story that had been going on since early in the campaign about people on the hunt for giants in the area. It was going to set-up some lore for the place. It was also going to establish a moral dilemma of the player trying to help thieving but not really bad goblins versus a righteous but murderous guardian. And there was a whole other place of power (the tomb) baked in for backstory. 
After this story session I spent time thinking what the giant garden might mean. Figuring out what might happen with the goblins if any survived. Would they become regular NPCs? Allies? Enemies? Would the conman get caught? Would the guardian be a multi-session arc? 
Only right as I was getting ready to play out the session where Barston meets this man and kicks off the whole thread I spent a couple of hours developing, a random event shows up. Barston’s best friend needs help carrying out a task. It takes a couple of days then another event shows up that gets Barston tangled up with unraveling a conspiracy. This kicks off a big fight between guilds and establishes some important lore. 
I never got to play the scenario with the goblins. I never got to meet the conman. I never got to fight the guardian. I never got to visit the giant garden. 

I spent an entire worldbuilding session building up a lot of truths that never made it “to the table.” Except they did (a side story involves a person who had to deal with the aftermath of the goblins fleeing into town while being hunted by the guardian). It is one of my favorite stories to tell because all of it is canon but all of it happened behind the scenes. 
I love the vibe of consistent inconsistences and organic plot development. I love side stories. I love dumb twists. I ADORE fun NPCs. I love ad hoc mechanics. I love off-the-cuff worldbuilding. I love that I have found different ways to achieve this in the blog format. 
It just means this blog needs to be my style of play rather than my style of play being a blog post. And I think I can do that.

Fourth Wall Break #3: Website Errors, Website Errors, and Mythical Fourth-Plus Campaign

UPDATE: Within about 24 hours I got an email from Google saying the site had been cleared and it included a list of links/downloads not to include to avoid getting hit again and none of that stuff was stuff that was on this blog (which, again, is just…recaps of solo rpg sessions with links to itch.io and DriveThruRPG and free stock art websites). 

This goes back really likely to “glitch” or something up with the template that caused a false alarm (aka, a glitch). 

Anyhow, guess I can get back to posting long descriptions of rooms in a aetherpunk laboratory now.

For some reason that I do not understand, the “dangerous site” error has started cropping up on this blog. Going into the search console says the content on the homepage includes “deceptive pages” and the home page is just, you know, Blogger’s own layout:

There was a follow button I tossed up but took down but that was the official Blogger widget (and no one followed). I only have a few real theories here: 
  1. A glitch occurred (which feels most likely).
  2. Some content posted to the blog created a false-positive of sorts because writing/table/prompts OR some of the copy-paste from the source documents created some sort of link that seemed to be driving people to potential phishing. 
  3. Someone (or, some bot) reported content as phishing for some reason. 
  4. Some link I used to credit the sources has been taken over in a way that it looks I am driving people to a now suspect page. 
  5. Something happened to my template (which is one of the few offered by Blogger) that caused some of the script/code to be suspect.
I did find out that some of the content copy-pasted from my Google Drive notes had some glitching going on so I removed all of that and reformatted the text. That potentially triggered it if thought I was trying to sneak people off to some private document (I don’t actually know how the images loaded since those should have been “private” but it worked and I went with it). 
Dealing with that hassle (and asking for a re-review) did make me go and try out some new things. The blog is light-on-dark now since it seems to work best for my own readability. I cut a few elements down, tweaked the the sidebar slight, reset fonts back to more default. 

The Other Website Error

The other problem I am having is with images. Adding an image works just right. Reusing some images (such as my line breaks) keeps driving errors. I don’t think, based on the fairly barebones layout of the media manager, they really expected people to a) upload a fairly large number of images AND b) reuse some of them. I think the assumption is either/or. I have thought about cutting out the more usual “reused” bits (such as my section breaks). I feel like this is a problem that will only grow worse over time but I guess I’ll see.

I guess I could trim it down to mostly just a header image and avoid subsequent ones but I really *like* the visual telling. 

This could be a pair of things pointing towards me redesigning my own blog again so I can do what I want. I do not mind this, per se, but I love the overall backend of this one. I know a lot of the other solo-RP folks are using SubStack so that’s an option. 

I don’t know. For now, I’ll muddle through on this one and get better at some things. 

The Mythical Fourth-Plus Campaign

I have three campaigns active right now. The central campaign to the blog (as far as I am concerned) is The Bleak + The Pearl. The other two are also dear to my heart (The Bloody Hands and then Eustace Delmont and the Case of the Rambler’s Inn). Eustace probably has a few more “chapters” before it hits a stopping point (Eustace and Hitomi will most likely return I just don’t know when and what context). The Bloody Hands is kind of open ended in a way where even I don’t know where the end goal really is. The Bleak + The Pearl has a definite conclusion but I would not want to guess how long it will take to get there. 

I have been mulling over whether it is best to wait until one of those hits a good proper “volume break” or to just add in other things because I want to add in at least a fourth campaign (and possible a fifth). The so-called “fourth” campaign is actually one that was meant to be added a long time ago. I’ll get to that one. The possible fifth is one I have been mulling over involving Troika, Acid Death Fantasy, Pax Reptiliana, and bits of 24XX. The idea behind it is 400-years after “The Convergence” – in which a bunch of aliens showed up in the solar system – the Earth is a strange wasteland. A few stragglers combine with the remaining humans and engage in mayhem and mischief. 

I do not want another “The Zone” type campaign, per se, though there will likely be patches of badness. It is more a way to have a kind of apocalyptic-punk high-fantasy game with laser beams, air ships, castles, and so forth. Cyberhorses riding across the Carolina Waste past the Appalachian Death Worms. You get the idea. New Atlantis. Huntsvegas. Troika themed weirdness. 

The Fourth campaign, though, is bringing back the Barston Bakersfield chronicles. Starting in the City of Humb and the new-Guard kind of storyline then maybe picking up one of the other side characters off doing other hijinx. I still do not know if Barston is retired or not but if he is, then maybe it is time to time-skip to a new generation. 

The problem is, where do I fit either of these ideas in, or any one-shots. I guess the trick is just to give it a whack and go from there, eh? 

Anyhow, let’s see if I get my blog to NOT through an error message anytime someone tries to view it. 

Behind the Scenes: Contemplating Hexcrawls and Pointcrawls for My Solo Games

Roleplaying games are a fascinating artifact that I hope survives for a long time. There are a lot of things that you can say about RPGs but I think the two I want to focus on right now are a pair of contradictory statements:

  • Roleplaying games cut through the near infinite amount of abstraction presented by “real world” considerations by providing a framework that simulates a particular subset (usually combat and a few other adventurer subsystems). 
  • Roleplaying games are an abstraction of “real world” considerations and not necessarily meant to represent any sort of 1-for-1 aspects and instead provide an escapist avenue beyond specificity. 
In other words, an RPG often takes an in-Universe reality and dissolves it to fluff text and a few abstract dice rolls and stats and then feeds this back into the in-Universe reality with the broad idea that anything outside this abstraction is in itself an abstraction. 
I am personally writing this like a college essay, by the way, because I am not sure if there is a better way to explain it. Maybe we can go with this. This IS not a cat:
That is a set of just a few quick shapes thrown together in Google Draw in under five minutes that represents the kind of “landmarks” we might associate with a cat  face: ears, whiskers, nose, mouth. It will not win any awards but at its core I think if I made that into an icon people might go “oh, that’s a cat icon”. It boils down the immense number of elements that go into an actual cat face (thousands of strands of fur, vast differences in eye color, whisker length, variations in bone and flesh structure, and so forth) into an abstraction that is in no way a cat face but which, in RPG terms, could be seen a rough “these elements” approach to describe a cat face in the way that STR, DEX, CON and so forth is a ludicrous way to describe a person but it also makes perfect sense in the context of RPGs. 

This kind of thought is what I have been giving over to how I might want to run hexcrawls. There are a lot of different flavors of abstraction but roughly speaking you see something like to represent, say, a mountain range ending at a forest with an old ruin on one side and then a small hamlet on the other side. 

It makes sense and in-Universe it can represent several sessions of fun. By several conventions, those hexes represent 5-mile or 6-mile constructions and each has one or so distinguishing features. There are arguments why this “6 mile” hex makes sense and in gameplay it is a good way to guarantee a certain story/plot-density. You can travel 2-3 hexes per day and so you get a few chunks of story per in-game day but you also get to travel some 100+ mile range to help things feel nice and epic. 
The problem is, that’s as nonsense as my cat face above. Give or take a few half miles, this is roughly a six mile real world hex of Monte Sano State Park nearish my house in Huntsville, AL as snipped (kind of hastily, from Google Maps. 

In that 6 miles there is an entire state park. There are dozens of roads. Hundreds to thousands of houses. The park has dozens and dozens of miles of trails. There are shops and churches and schools. While this is, of course, a bit of a silly comparison because this is modern density it still shows that if you were take a dozen different parties and send them through that hex you have no reasonable reason to believe that any of them would ever crisscross. You can have entire towns and civilizations, there. Multiple dungeons could survive in that ecosystem. BUT, in that old school hex crawl, that would represent a single hex with a little mountain on it. And there are hex systems that consider 10- or 12-mile hexes to be the default. 
Without triple checking math, the area inside such a hexagon should be roughly 30 square miles. For another modern comparison, that is more landmass than Manhattan. Or, to stick to something a bit more Outdoors Survival, you could roughly consider Yellowstone National Park to be something like 10 to 12ish hexes by 9 to 10ish hexes. While I don’t disagree that someone could hike across the park in 3 or 4 days (good weather permitting) it still fails to capture the true size of such a place. The sheer amount of things even a relatively wild place might contain. 
On the other hand, if you are mostly driving a story forward by key points then does it really matter that you are boiling it down roughly to six “hexagonal” directions around 6-mile segments and focusing only on one landmark per hex? Going back to the bullet list above, you basically get this compression
  • A reasonable amount of distance to travel VS
  • A reasonable amount of story to tell. 
Most other considerations about hex size are non-sense in the way that a dungeon as presented by a classic RPG scenario is beautiful nonsense. There are a surprising lack of real world examples of 20’x30′ trapped rooms with 20-floors down to make way for a lich. We can gleefully understand the hex-crawl as simply a way of saying “This is the size of the page I want to use to write my story.” 
What I am trying to work out is something that might emulate elements of a hex-crawl but also give the sort of flavor that a dungeon might when generated for solo play. As in, you have a certain density of movement but rather than it suddenly decompressing from 10′ squares to 6 mile hexes it instead treats it roughly the same way as you might by gathering up certain “rooms” of varying sizes and shapes and they are connected by corridors and there are traps and hazards and occupants. 
Something like how Advanced Fighting Fantasy (and many others) use with a dice drop method… (taken from page 135 of AFF 2nd Edition):

The idea would be the start there with a twist of rolling more dice and removing 1s (1 = a null space where no paths or nor significant objects exist). 
  • 2 = dead end
  • 3 = a point along a path 
  • 4 = a fork where a path diverges/converges
  • 5 = a crossroads of 3-4 paths
  • 6 = an area off any path but which itself has significance. 
I could shape that in a particular way by arranging things or the space to match my goal. A sheet of paper with an area drawn on it. Et cetera. 
Then, for each path I roll a second d6 to determine path difficulty with something like 1-3 = no difficulty while 4-5 is some and 6 is notable. 
Combine this with other methods to map out terrain shifts and significant points in more of a traditional hex map style system and end up with 2-3 “maps” that can be overlaid to create a story rich area that is variable as needed (long distances the relative scale shifts) and has the idea of being zoomed in and out (any given point can be looked at closer or the whole generated map can be part of a large map). 

The Doug Alone Check In: August 2024

I’m the kind of person that usually (at least in my solo play sessions) likes to fling things out there and try to figure out what it means on the way down  and this blog is sort of like an extension of that. It started as a place to post my “The Bloody Hands” Tricube Tales solo game while behind the scenes I was mostly focused on a couple of other campaigns, and then at least one of those campaigns, the SoloDark “The Bleak + The Pearl” has been added. It gave me the freedom of space to try out things (which lead to the completely new approach of gameplay that the Gareth Hendrix storyline let me try).
Still, each time I post I wonder not only “how can I change up how I’m playing” but “how can I change up how I’m writing about what I am playing”. 

On How the Changing Style of Writing Is Impacting My Own Playing

I think is pretty obvious how the blog’s initial designation as a place where I wrote, for lack of a better word, pretty broad recaps about my sessions changed a good bit as I‘ve tried to write out my sessions as more of an actual story and keep things a bit more interesting for whatever random folks stop by (and also for myself). This has ups and downs. The up is that I am more proud of my stories. It forces me to dive into the characters, to add in details, to think even when I might be just wanting a quick reason to roll 3d6. The down is that it takes longer to write and much longer to read. This has slightly changed how I play. 
Around 4-6 hours of playing through “The Lost Citadel” became two blog posts: one + two. By comparison, the time since then has involved a lot more writing over actual rolling. So a post about a single group of encounters roughly as complex as the fight with the beastmen in The Lost Citadel becomes the backbone of two different blog posts: a different one + a different two
There will likely be 10+ more sessions to deal with the rest of just that dungeon (assuming I do not go off on a massive tangent, again). While that has given me a lot more space to work out characters like Grusk and Tom (Tom’s morality is a major part of the process, now) I know it makes the process more complex. Not just for me, but also for anyone else. 4-6 hours worth of play into two sessions will likely be 20+ hours of play and writing across a dozen plus posts. 
The blog’s primary focus is my own play for my own use and to expand my thought processes and ideas. I find that it helps me to be a solo player to have to stop and think about how other people might read and experience it. Explaining it to an audience, even a primarily imaginary one, helps me to better explain it to myself. BUT… I still want it to be entertaining and not just a slog of a creative writing experiment for others to wade through, though.
I will try and work on balancing both. In that above linked “a different two” (dealing with the conclusion of the fight with the gar folk in my SoloDark campaign) I compressed down about 15 minutes of behind the scene play into just a few lines. I’m not saying that’s the solution but it’s a solution for sure. 
I did think about trying to play out a session in my short hand form with quicker beats and resolutions but I found that does not quite work because it makes the longer write up more artificial. I would spend a lot of time (and I appreciate the irony of what I am about to say) making up things. What I mean, though, is that if I play out a fight and then explore a few rooms and then come back after and try to fictionalize it I have to build in more than “they opened the door” and that means I need details and concepts and emotions and motivations and if those things were not there to begin with then it’s an artificial skin on a skeleton. 

My Favorite Thing from the Past Month

My favorite thing from the past month has been the finale where Gareth Hendrix ends up being less about a battle and more about fighting the good fight. Not only did he focus less on any particular conflict but he inverted the primary expectation of the whole mini-campaign. Well, I did. But I did it because it felt right for the character.

My Least Favorite Thing from the Past Month

I have already linked this twice already but my least favorite thing is the way I allowed myself to stall out when dealing with the conflict with the gar folk in “The Bleak + The Pearl”. It actually took me several days and sort of derailed what was meant to be a few days off work to focus on some fun solo play projects because my brain kept trying to make it more complex and more moral-driven. That is not a bad thing in itself but these are fictional story points in a fiction that I am writing. I should have just set a limit for myself. Just summed it up a couple of rolls. A single complex question roll could possibly solved the whole thing. I’m sure it will end up being a much better campaign because of taking time to work with it but it sucks that it took so much energy out of my enjoyment.

Something I Would Like to Do in the Next Month

I think my biggest wishlist is for a game that brings in a bit more complexity with dice rolling and more excuses to use more tables and charts and tools but also decentralizes combat as the only good conflict. I have some ideas.
I also sort of want to play with Mythic, more, since the main campaigns have kind of not needed that level of tool and I miss having more complex threads and relationships. 
Finally, it is time to get my Advanced Fighting Fantasy back on and as we approach the one year anniversary of that I am ready to dive back into that world.

Reconsidering Fairness in Solo RPGs: The tl;dr Version

Reconsidering Fairness in Solo RPGS: the tl;dr version 

When you are playing a solo RPG all the basic assumptions of fairness ultimately come down to your own sense of fun. 

When in doubt, play to your solo “table” as you want the table to play to you: an empowering and interesting story where you get to make the decision about what those terms mean. Ask yourself what you would do if you were running this campaign for someone else, what might you do to make their story better. Then do that for yourself. Even if that means ignoring some rules or adding some details not covered in the book.

Spend all the time mapping if you want. All the time making potions. All the time flying a space ship. Or run a tight dungeon crawl without distraction. The game’s tempo is your tempo. A lot of action limits and time balance are mostly there to stop you from hogging the spotlight. You are the spotlight now.

There is no cheating in the classic sense because the primary issue of cheating in group play is about stealing joy and focus from other players. 

Many group sessions involve talking out bad luck and offering chances to overcome it: a team takes a downed character to be healed, the GM gives clues to a deadly trap, an NPC gets inserted to help the characters. Group play often focuses on how to overcome conflict as a team. This can be difficult when it is just you so move away from the assumption that what is fair in one context must fair in another.

An RPG’s main goal as a set of rules and concepts is to enable roughly equal fun for everyone at the table and when you are the only one at the table then that changes the dynamic greatly. Metagaming becomes the norm. Spoiling the surprise is unavoidable. Retcons make more sense when character and player knowledge comes into play (do not believe? play a single journaling game). 

You are never wasting your own time as long as you are having fun. 

If you are not having fun, you can walk away and no one’s feelings will be hurt. Unless it hurts your feelings and then maybe ask what you need to bridge that gap and give it to yourself.

Solo play is about how to overcome conflict when you are running both sides of the table. This is a deeply divergent play style and can not be judged by classical concepts.

You should never be harsher on yourself than you would be to other players. Unless you want to be. It is a bonus, not a penalty, always. It is up to you. 

In solo play you have the space to give yourself grace.

Do not sweat the small things. When in the moment, it can be ok to ignore rules or concepts that bog down your play. You are doing it alone and it is easy to wear yourself down having to mentally run back and forth. Let the rules inform your game, shape your game, but also step back when you need. 

You get to decide your comfort line. 

If you get it wrong, you can go back and change it or just say “oops” and roll with it. 

Tweak the rules. Get creative with the oracles. That is often the point of having rules and oracles.

You have the only and all deciding vote about how strict the rules are for you and there is no inherent punishment if you change your mind, retcon, or do anything that might disrupt a multi-player game. Solo play is an empowering experience. You do not have to rely on other people to tell how to play. Not even me and I am writing this.

You can take all the loot. Unless the loot makes it boring, then throw it away.

You and your character are the star. All other rules to balance narrative weight mean nothing when all the narrative weight is yourself. It is up to you keep them in or forget them entirely.

Spark your own joy. 

The Sparking of a Series

I started out wanting to type out a quick blog post talking about some of my personal thoughts on fairness in solo play RPGs and then as I kept going and writing more and more notes to address many philosophical and mechanical considerations I kept summing up the important take aways as kind of a “tl;dr” [too long; didn’t read] aphorism-style version that itself was starting to get quite long. That’s what you see above.

Then I realized that outside of that quick summary, I had kind of a lot to say about the topic and it might be good to give myself space to go into more details.

So this is the kick off of my Reconsidering Fairness series. Sort of…one of the first articles I posted to this blog was STEAL THIS RULE: “DEATH IS PRIMARILY A NARRATIVE CONCEIT” and in all reality that is very much so in the vein of the rest of this so I’ll tag that one in. 

For those interested, the series will go on to talk about things like table balance with a single character, the loss of metagaming, the added stress that losing prep and downtime causes, campaign balance, reasons behind different types of fairness, similarities and differences, rules breaking vs homebrewing, and so forth. 

However, for now, the important take away of all of that will these concepts above. That’s the heart. The rest will be fluff. Sometimes with math. Also…I’m going to complain about how poorly they treated thieves.

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