Hi BhudaTao, I agree with your assessment of Martin Knight. He has really done a great job in furthering the genre of Pen and Paper Dungeon Delves. I have yet to try the Mapping Gaming myself but it definitely has my interest. I would love to be able to play through it and review it some time.
Hey Swords & Solitude! Love the play on the user name and the nature of your name. I can definitely understand what you mean there. I am so very glad it hit home. I could not want for anything more. Thank you for letting me know. I made my evening!
Hi Coolintruddle, I had a similar thought when I got my copy of Flextale. It is not a once stop resource to be sure. I really need to do a review on it. There are a few things I like and a lot that I am not a fan of. But I also see these as being my form of preference and that not everyone will agree with my views. I can also understand why it was confusing. It took me a while to wrap my head around all of it's systems. It also does not help that some of those systems are "demos" for another book and that they are not fully fleshed out so that you can see a wholesome picture of what these "demo" systems are trying to do. In regards to cards, they are an amazing resource. Although I would advise against buy the first Oracle card set you find, I would definitely look into them and see what "feels" right for you. There are reasons that some prefer not to use them as well ( table space or " just another thing to have to fiddle with ). Thank you for sharing your thoughts. Keep them coming as long as your willing or have them to share! :)
I am a collector of oracle tables. However, I do not use them all. I have made a "short" list (although the list is still long) of tables that I use for my Star Wars solo campaign. I have categorized the tables (e.g. starships, NPC, species, mannerism, twists, names, districts, etc.) and behind each entry I have referenced the book and the page. All my oracles are in PDF for quick search. When I solo play, I use my laptop and physical dice. However, I have ordered the game master apprentice decks, as I really like them. My goal is to mixture the game master apprentice deck with the oracle tables. thanks for the video!
Hi LD, I have done exactly the same thing with my collection of tables for different role playing sessions/rules. It is very helpful. I would love to know how those decks work in conjunction with your custom oracle lists if you find the time or inclination. You are so very welcome for the video. Thank you for taking the time to talk about what is working for you and allowing me the chance to talk about it with you. Thank YOU again :)
Hi @@adventuresinsolitaire, you are very welcome. I thank you for the videos you do on solo rpg. To your question: I do not have the game masters apprentice decks yet. I have ordered them. At this stage I do not know a "rule" or "guideline" when to use tables and when to use the decks. But I can imagine that I will start and then make my experience as I go along (the agile approach ;). In addition: in my first star forged solo I go de-railed too much. Too many side quests and I lost the overall story line. That is where my custom story oracle will come in place.The story oracle contains elements that I want to see in my campaign. Every time when I encounter something new (e.g. a new vow), I will first ask the oracle if this is connected to the overall story (Likelihood = high). If yes, I roll on the story oracle to see how the new quest ties into the overall - background - vow.
I have seen the issue of timing on oracles and encounters come up a few times recently. It sounds like I need to add that to the list of solo videos I am working on. It sounds like you have a decent stand in, but I can definitely understand the desire to have something structured. Thank you for that LD. :)
My main tools are Scarlet Heroes and Solitary Defilement. I prefer things that are dead simple and almost utterly transparent; I'm just not smart enough to juggle a complex solo system on top of another system! IMO, the Flextale system is absolutely ridiculous. It's like using a crane to crush a fly! But I bet some players will love it because it's so complex.
I certainly understand where you are coming from. Complexity to an already complex system can defiantly cause a headache. I have yet to crack open the Flextale system in earnest but it does look like a beast. And I agree, it seems that there is something for everyone, even when it comes to something as mammoth as Flextale.
Really cool video. The needs-based analysis and the 'how efficient is this tool vs. other tool combinations' you got into definitely screams some systems analysis and systems engineering approaches that may be fun to geek out about if that's up your alley. Trade Study Analyses of Alternatives (TSAs, or AOAs) and Trade Space Analyses are part of that world in a way that is not as widely applied in other engineering disciplines. Likely overkill for this application, but a fun link!
Hi RT, I certainly only touched on some of those applied principles. You definitely nailed where my head was! But, if one were to be inclined, it would certainly be interesting to go into much deeper "Systems Analysis" approach. I had thought of doing a much more in depth breakdown of factors, needs and weighting but that would have ended up being a very long multi stage video series and I didn't think the interest would be there outside of my own "geek" desires ( or thoughts ). I think you may be right about that "overkill". ;) I need to get some more videos out on these topics at some point. Thank you so very much for the kind words,
with all the resources out there, many are great when it comes to macro quest structuring and such (Flextale being my favorite). but, i am looking for something that actually simulates what are called "Dramatic Encounters", which is basically like combat or battle, but more abstracted to handle situations that are not specifically combat. for example: chase sequences, interrogations, hacking, diplomatic social scenes, etc... so basically any situation in a game encounter or scene that has stakes and rewards, but is not specifically combat. Pathfinder has something like this for verbal battles, and a system called Spycraft has kind of a flowchart style system for handling things like chases and interrogations. also a game called Legend of the 5 Rings (latest edition) places more emphasis on diplomatic and social scenes than combat scenes, and incorporates special mechanics for resolving these kinds of scenes as well.
I know what your talking about. I can think of ways to handle that with existing systems but that is not what you are speaking about. You actually want that structured, which I get and understand completely. It does look like, with the current environment, you would need to go system by system and grab what you need piecemeal. You did however give me an idea for DIY on that. I am taking a note on that now. If you happen to find any resources that are particularly better than the rest I would love to hear about it. I have the flextale system in pdf ( just got the physical copy a few days ago ). Most of those others I do not have, though I have heard of all of them. I remember when the legend of the 5 rings card game came out in the 90s, everyone was all over it. I am always amazed at how some systems can manage to carry on after all these years. Let me know ( if you don't mind of course ) if you run into anything noteworthy or that you feel would substantially benefit the community. I would love to try and cover it. Thank you for those thoughts, got me to thinking for sure.
Hi Ulf, I am so happy to hear that! Thank you for the uplifting comments. Those kind words help me know that I am on the right track and they give me the drive to keep going. Thank you!
Loving the channel. Subscribed. Very much looking forward to more new content. (edit 1: This is my third attempt to post. The previous two got automatically deleted by RUclips for reasons beyond my imagination) (edit 2: I seem to be able to see a clue. RUclips seems not to like too many proper name spellings in a single comment, probably trying to rid unsolicited advertising. Having changed everything into lowercase, my comment seems to get through. Weird.) It seems to me all these solo rpg tools fall somewhere between two ends of a spectrum: to inspire vs. to instruct The flextale : Admirable for its objective, but falling short of production (esp. ineffective layout (compared with say old school essentials), poor font choices, distracting colors, confusing icons, lack of bookmarks ... and being too ambitious at the expense of usability). Some may also find the design overengineered, essentially akin to a computer program/video game/board game, while leaving not much room for imagination which is the fun part for many rpg soloists being able to actively and personally contribute to the creation of the experience and be surprised by that. An app version will be a much preferred format instead of a ginormous tome, though. Other excellent tools of choice not mentioned/seen in your video: - paul bimler's solo adventurer's toolbox (similar to flextale, but imo a better presentation, a more streamlined design, a good balance between being inspiring and being instructive). The monster AI mechanic is really fun while keeping things to a very manageable scale, in contrast to flextale. - d30 sandbox companion & d30 dm companion (a classic, comprehensive, detailed, ideal for osr gaming, esp. for hexcrawl and overland adventuring). - wilderlands of high fantasy (judges guild's classic by the renowned paul jacquays) - blackhack 2e (the large bulk of its content being simple yet fun random tables) - mythic gm emulator deck (working just like the books, and I find cards even more fun than table lookups) - CRGE-UNE-BOLD by the late zach best: a great alternative of the mythic system. more systematic and nuanced without increasing user's mental load. The npc book (UNE) is the best of the three imo. - microlite20 random adventure generator (much less known, but extremely efficient and effective within just a few pages, esp. the dungeon generator. OGL and free. My personal pick of on-the-go tool, working perfectly together with the mythic and gamemaster's apprentice decks.)
Hi T U, Thank you for the support and the positive thoughts! I have heard of most of the content that you list there. I will add these to my database of things to cover as I can get a-hold of the assets. I took a look at those I had not heard of or seen and they look like good candidates for coverage. Thank you for taking the time to present all of this information ( especially after retrying over and over ). I have loosened the restrictions as much as I could for my channel. I am not sure what RUclips is doing here or what setting might be causing the issue. I will have another look. It is truly appreciated! I am sure those that look through the comments will be appreciative as well. I'll do my best to keep useful content coming. Thank you so very much again!
In my opinion, DMs are not storytellers (and a roleplaying game is not best played as a storytelling game. If you want to play a storytelling game, there are games designed as storytelling games that do that much better). A GM places challenges in front of the players, the players try to solve the challenges, and after you are done playing, then you can tell the story (or stories) about what happened at the table. As a byproduct of play, a story may emerge. It occurred to me recently that, at some time in the past (maybe around 3rd edition of D&D?), professional writers took over the design and adventure making of D&D; as opposed to the original D&D material which was written by a shoe repairman and a security guard, and other wargaming hobbyists. Sometime around then the game became about telling stories (which is just what you would expect a writer to be interested in) rather than the exploration of maps by PCs and combat with fierce creatures to obtain treasure [in a hexcrawl or a dungeon delve]. Video game influences (which are much more linier or like chose your own adventures) also began to influence TTRPG design [for the worse in my opinion]. Modules began to be written as movement from plot point to plot point, rather than allowing characters to roam around in the sandbox pursuing their own ideas and motivations. It seems like this was around the time that the term "railroading" arose and was used as a derogatory term by those of us who had grown up playing the open world/sandbox type of campaign to describe these ‘plot driven’ 'straightjackets' type of adventures. The linked videos are a great example of this point of view (which I agree with): ruclips.net/video/4c9BoqE-jeY/видео.html and ruclips.net/video/PIQpVNbLwuE/видео.html The story is what happens at [or away from] the table AFTER they game is finished for the evening, when tales are told of what happened during the game. When I hear GMs, game designers and others talking about the three-act structure, overlaid by the Shakespearian five act structure, and then talking about the realization moment in screenplays [coming at approximately page 80], and the climax of the story, and [heaven help us] the denouement, etc., etc., I know that I am listening to someone who likely learned to play after the rise of the 'storytelling/video game' type of adventure. Back in 1974, when age 10 to 25 year old 'kids' were putting together their D&D worlds and building sandboxes for others to play in, we/they had little formal education about story structure and the like [and wouldn't have thought about using it in the design of a 'dungeon' or wilderness adventure anyway] , but we/they knew enough to create challenges for players to overcome, which creates the environment for conflict (which is critical to drama), and with players having created motivated characters who were seeking fame and fortune, and were placed in such a sandbox environment, they organically created story through play. Look at things like the Judges Guild materials from the late 70s. They are filled with locations, creatures, NPCs, random tables and such and not plot points, a main narrative, etc. A DM is not a storyteller and RPGs are best used as role playing games, and not storytelling games.
Hi Captain Nolan, In regards to the role of a DM. I can certainly see your angle. I also would not debate the facts as you lay them out. I would agree that the role of a DM seems to have changed over a long period of time. In the solo "role-playing" arena, many of the solo systems are geared for a more "modern" take on what it means to be a DM. Now, I say modern, not as way to point to some "correct" view of a DM, but rather to emphasize your point on how a modern DM has changed over the years. So some of the solo systems can almost seem to be story generators with some RPG mechanics thrown in. Some are just...well story generators really. And one could argue that at this point we have strayed to far from the formulae of what it means to be a "Role" playing game. But regardless of the label there are certainly different ways to play pen and paper games. And I think they are all viable ( labels withstanding or outstanding ). One might even take the stance of, well if you want to call it that...but as long as you are having fun. We have seen a mixing of genres in the electronic gaming industry as well...what does it mean to be an RPG? I do absolutely agree with the story from gameplay. When I did my DM session there was very little preplanning. It was ALL open world and I had darn well be willing to let the players say "No I dont want to help the mayor! I want to rob that ship and sail until our boat hits some land far away.". So it was all emergent based on player actions and it was all creative with story when story was needed. I also enjoy a good game-book with a few RPG ( probably better said adventure game ) mechanics. With all that said your comment has given pause for thought on how we use our terms and language. And I am likely a little more fluid there than some ( or many ). I really appreciate that you took the time to voice that. It has been a while since I have seen that topic or had the chance to talk about it. I also greatly appreciate the links to those discussions...very good topic. Thank you Captain Nolan I appreciate it again.
@@adventuresinsolitaire You are welcome. Oddly enough, the RPG community seems to be heading back towards the open gaming/sandbox type of games and systems. Great recent examples are Ironsworn and Forbidden Lands. These are Modern Games with sandboxes and solo play built in to them. Also, the OSR has given and continues to give us plenty of new games and new takes on old games that embrace the open world, (no preplanned stories to follow) type of gaming (e.g. Fallen, Rogueland, Cairn, etc.).
@@adventuresinsolitaire My comment does not suggest that storytelling games are not fun (they clearly are for many people) or that they don't have merit. The point is that they are not necessarily "role playing games." Playing solitaire with cards also gives many people enjoyment; but merely because the deck has a King and Queen in it, and the player choses to occasionally talk in character about the "Kingdom of Spades" and wonders what the Jack is going to do on his adventure, and how he will try to capture a red ten so that the Kingdom of Spades can continue its progression, does not make the game of solitaire into a medieval RPG. The fact that it is not an RPG does not mean it is not fun, nor does it mean that solitaire has no value; but merely that it is another type of game. I suppose what we are talking about is a spectrum, and the question of "What is a role playing game?" Is this an RPG?: thesoloboardgamer.com/dungeon-solitaire-52-card-deck/
@@captainnolan5062 My apologies if that was my presentation for you in regards to story telling titles. I agree that "what does it mean to be an RPG" is really the meat of the topic. I think there are going to be grades as it sounds like you agree here. When I think of sci-fi for example, we dont just have sci fi. We have hard sci-fi, sci-fi, sci-fi-horror, and fantasy sci-fi etc. Sometimes I wonder if we had something akin to a psych breakdown of different concepts we would be better off. For example, have all of he qualities of what makes a rpg an RPG and scale each of them and have some kind of solid score. What is the mean and where does it lay on the scale for that mean... Everyone knows what it feels like to experience a type of emotional pain but that experience will still differ. So I think we will have the same with what it means to be an RPG or what it means to be an adventure game and so on. I think I have a feeling of what it feels for you to be an rpg, but I am sure you could fine tune that more if we had more of an in depth conversation about your thoughts there. For me I really dont have a list or metrics to guide my feelings. I think I have a fairly wide idea on what an rpg is. But I also think that feeling has been tailored by gaming culture ( I am well aware of this ). Much in the same way that a word does not often hold its meaning over the decades...that "language" changes. From the sounds of it, it sounds like I may need to do a video on that or maybe even do a live stream on it and have multiple people talking about there thoughts on the matter. It sounds like you would have a lot of value to add there. Again, I really appreciate the topic. It has been a VERY long time since the last time I talked on this subject with a friend ( or really anyone ). It is a good conversation to have I think.
@@adventuresinsolitaire No apologies needed. I was around from the beginning of D & D, so I have seen the 'evolution" of the game over 50 years. This undoubtedly informs my perception and opinion of how RPGs have changed over that period of time. I have played, what I will call 'pure RPGs,' like the original D&D (which is the sandbox/open world type of game), and I have played in more 'storytelling' RPGs (those that follow a plotline), and it is my strong preference to play the former (Sandbox) type of game. If I play a linier type of game (which feels more like acting in someone else's drama) where my choices don't really have meaning, then I am not nearly as engaged; I feel like I am more or less along for the ride. I enjoy the exploration aspect of sandbox RPG worlds, and having complete agency furthers that goal and gives players an experience that no other type of game can. Playing in a linier/plot driven, story 'beated' out game is like reading a poorly written book; in fact, why not just read a book and play some other game?, or watch a play or a movie, (i.e. there are other ways to get a similar and sometimes better experience). I guess what I am saying is this: Use RPGs to do what they do best and what they are unique at delivering, which in sandbox/open world games is to give you the experience of having complete agency in an alternate world; something that other mediums can not deliver. Use books, movies, plays, (or even put on your own play if you enjoy the 'acting' aspect of RPGs) or storytelling games (like Once Upon a Time www.atlas-games.com/onceuponatime/) to experience a 'story."
Great video. I absolutely loathe Flextale. Talk about over-kill ! It’s like reading the most boring spreadsheet of all time but instead of using excel they did it in PowerPoint. I recommend Tome of Adventure Design instead.
Hi John, I know where you are coming from in regards to overkill. I plan on doing an in depth review of the material once I work on my current commitments for review and playthroughs. It really reminds me of a technical manual that has about 10 - 15% of what you need and the rest are pages you have to flip through. There are obvious reasons for that correlation, when you read the prefacing material, in the book as well. I think there will be those that can use just the Flextale system, and all of the other massive Flextale manuals, needed to run an adventure using that system. I think there ARE things that are useful in it. I come away feeling that, if I were to print just what I needed, I would have more of what I needed. But as you stated, there are other books that cost less and have more of what we need. And...with that being said, if I keep talking about I am likely to end up doing the review here in the comments... :P Thank you for sharing John, always appreciated.
Hi Michael. Thank you for the question. I really appreciate it. I have at least a couple of plans for FlexTale. I still have a DnD session where my wife will be using it as part of the gameplay. I am also going to do a review of the system. When I do my reviews I try to do my best to cover the major points of rules or systems. So the review may well cover what you are looking for. Can I ask what you are looking for so I can see about adding that into the review or maybe as part of a separate full fledged "How To" video?
@@adventuresinsolitaire Well, I have the PDFs and reading them is a lesson in information overload. Just a simple "This is how you start" would be of immense help, I think. Like you, I need to sit down with it more and just use it and learn it.
Hi Michael, I can tell you that I had the PDFs as well and I had a really hard time sitting through it. The physical copy made the difference for me there. I really do NOT like taking in info in the digital medium for some reason. This is mainly for educational books and works of fiction. I do not mind reading the news or other "light" content in digital form for some reason. I think even with the hardcopy it can seem like information overload but I was definitely able to consume the info better. I did find that only about...maybe 20%...of the book is something I would make use of. It really feels like a technical manual in its style and its content. There is so much detailed info but so much of it you dont need most of the time.
I am a huge fan of Hostile. If you like Alien in particular then you should feel right at home with that setting. It is far greater in scope than what I have seen for the alien rpg and opens it up a bit with similar IPs. Paul has done a great job with all of his work on the Hostile system. Not only that but Hostile is made for the solo player in mind. He also has recently released the Hostile:Solo core book for pure solo role playing. I will be doing a review on that VERY soon. It has kept me from purchasing the Alien RPG books given how true it is to the Alien like setting.
Man I can't go though all the comments, but have you checked out tricube tales solo rules or mebbe you have a video already I'll have a look. Anyhoo I find that's all I need
Hey there Chuck. I have it in my cart now. I recently got a replacement printer and am looking forward to printing that off to see what I can do with it. Great suggestion there. I will take a look! :) Sorry for the delayed reply and thank you so much for offering your well and much appreciated thoughts.
Nobody else seems to talk about these practical aspects of gaming. Yet they are very important.
I haven't seen it much, if at all. Completely agreed, so very important to finding your own personal solo groove.
My go to solo TTRPG is now D100 DUNGEON MAPPING GAME and D100 Dungeon books. Martin Knight is a genious with this game system.
Hi BhudaTao, I agree with your assessment of Martin Knight. He has really done a great job in furthering the genre of Pen and Paper Dungeon Delves. I have yet to try the Mapping Gaming myself but it definitely has my interest. I would love to be able to play through it and review it some time.
This is one of those videos that is so weirdly specific to my current situation that it felt like I watched it in a dream. Thanks :)
Hey Swords & Solitude! Love the play on the user name and the nature of your name. I can definitely understand what you mean there. I am so very glad it hit home. I could not want for anything more. Thank you for letting me know. I made my evening!
I got Flextale thinking that it was a one stop resource. It might be, but I couldn't wrap my head around it. I still haven't tried card decks yet.
Hi Coolintruddle, I had a similar thought when I got my copy of Flextale. It is not a once stop resource to be sure. I really need to do a review on it. There are a few things I like and a lot that I am not a fan of. But I also see these as being my form of preference and that not everyone will agree with my views. I can also understand why it was confusing. It took me a while to wrap my head around all of it's systems. It also does not help that some of those systems are "demos" for another book and that they are not fully fleshed out so that you can see a wholesome picture of what these "demo" systems are trying to do. In regards to cards, they are an amazing resource. Although I would advise against buy the first Oracle card set you find, I would definitely look into them and see what "feels" right for you. There are reasons that some prefer not to use them as well ( table space or " just another thing to have to fiddle with ). Thank you for sharing your thoughts. Keep them coming as long as your willing or have them to share! :)
I am a collector of oracle tables. However, I do not use them all. I have made a "short" list (although the list is still long) of tables that I use for my Star Wars solo campaign. I have categorized the tables (e.g. starships, NPC, species, mannerism, twists, names, districts, etc.) and behind each entry I have referenced the book and the page. All my oracles are in PDF for quick search. When I solo play, I use my laptop and physical dice.
However, I have ordered the game master apprentice decks, as I really like them. My goal is to mixture the game master apprentice deck with the oracle tables.
thanks for the video!
Hi LD, I have done exactly the same thing with my collection of tables for different role playing sessions/rules. It is very helpful. I would love to know how those decks work in conjunction with your custom oracle lists if you find the time or inclination.
You are so very welcome for the video. Thank you for taking the time to talk about what is working for you and allowing me the chance to talk about it with you.
Thank YOU again :)
Hi @@adventuresinsolitaire, you are very welcome. I thank you for the videos you do on solo rpg.
To your question: I do not have the game masters apprentice decks yet. I have ordered them. At this stage I do not know a "rule" or "guideline" when to use tables and when to use the decks. But I can imagine that I will start and then make my experience as I go along (the agile approach ;).
In addition: in my first star forged solo I go de-railed too much. Too many side quests and I lost the overall story line. That is where my custom story oracle will come in place.The story oracle contains elements that I want to see in my campaign. Every time when I encounter something new (e.g. a new vow), I will first ask the oracle if this is connected to the overall story (Likelihood = high). If yes, I roll on the story oracle to see how the new quest ties into the overall - background - vow.
I have seen the issue of timing on oracles and encounters come up a few times recently. It sounds like I need to add that to the list of solo videos I am working on. It sounds like you have a decent stand in, but I can definitely understand the desire to have something structured. Thank you for that LD. :)
My main tools are Scarlet Heroes and Solitary Defilement. I prefer things that are dead simple and almost utterly transparent; I'm just not smart enough to juggle a complex solo system on top of another system! IMO, the Flextale system is absolutely ridiculous. It's like using a crane to crush a fly! But I bet some players will love it because it's so complex.
I certainly understand where you are coming from. Complexity to an already complex system can defiantly cause a headache. I have yet to crack open the Flextale system in earnest but it does look like a beast. And I agree, it seems that there is something for everyone, even when it comes to something as mammoth as Flextale.
"This is ridiculous! I can't stand it! It's so complex!" "This is wonderful! I love it! It's so complex!" Thus ever and always :)
Great discussion!
Agreed!
Really cool video. The needs-based analysis and the 'how efficient is this tool vs. other tool combinations' you got into definitely screams some systems analysis and systems engineering approaches that may be fun to geek out about if that's up your alley. Trade Study Analyses of Alternatives (TSAs, or AOAs) and Trade Space Analyses are part of that world in a way that is not as widely applied in other engineering disciplines. Likely overkill for this application, but a fun link!
Hi RT, I certainly only touched on some of those applied principles. You definitely nailed where my head was! But, if one were to be inclined, it would certainly be interesting to go into much deeper "Systems Analysis" approach. I had thought of doing a much more in depth breakdown of factors, needs and weighting but that would have ended up being a very long multi stage video series and I didn't think the interest would be there outside of my own "geek" desires ( or thoughts ). I think you may be right about that "overkill". ;) I need to get some more videos out on these topics at some point. Thank you so very much for the kind words,
with all the resources out there, many are great when it comes to macro quest structuring and such (Flextale being my favorite). but, i am looking for something that actually simulates what are called "Dramatic Encounters", which is basically like combat or battle, but more abstracted to handle situations that are not specifically combat. for example: chase sequences, interrogations, hacking, diplomatic social scenes, etc... so basically any situation in a game encounter or scene that has stakes and rewards, but is not specifically combat. Pathfinder has something like this for verbal battles, and a system called Spycraft has kind of a flowchart style system for handling things like chases and interrogations. also a game called Legend of the 5 Rings (latest edition) places more emphasis on diplomatic and social scenes than combat scenes, and incorporates special mechanics for resolving these kinds of scenes as well.
I know what your talking about. I can think of ways to handle that with existing systems but that is not what you are speaking about. You actually want that structured, which I get and understand completely. It does look like, with the current environment, you would need to go system by system and grab what you need piecemeal.
You did however give me an idea for DIY on that. I am taking a note on that now. If you happen to find any resources that are particularly better than the rest I would love to hear about it. I have the flextale system in pdf ( just got the physical copy a few days ago ). Most of those others I do not have, though I have heard of all of them. I remember when the legend of the 5 rings card game came out in the 90s, everyone was all over it. I am always amazed at how some systems can manage to carry on after all these years.
Let me know ( if you don't mind of course ) if you run into anything noteworthy or that you feel would substantially benefit the community. I would love to try and cover it. Thank you for those thoughts, got me to thinking for sure.
Applying CLOCKS and levels of success from PBTA style games might be able to be a resource here.
Enjoying your videos. Just subscribed. Thanks for the great content.
Hi Ulf, I am so happy to hear that! Thank you for the uplifting comments. Those kind words help me know that I am on the right track and they give me the drive to keep going. Thank you!
Loving the channel. Subscribed. Very much looking forward to more new content.
(edit 1: This is my third attempt to post. The previous two got automatically deleted by RUclips for reasons beyond my imagination)
(edit 2: I seem to be able to see a clue. RUclips seems not to like too many proper name spellings in a single comment, probably trying to rid unsolicited advertising. Having changed everything into lowercase, my comment seems to get through. Weird.)
It seems to me all these solo rpg tools fall somewhere between two ends of a spectrum: to inspire vs. to instruct
The flextale : Admirable for its objective, but falling short of production (esp. ineffective layout (compared with say old school essentials), poor font choices, distracting colors, confusing icons, lack of bookmarks ... and being too ambitious at the expense of usability). Some may also find the design overengineered, essentially akin to a computer program/video game/board game, while leaving not much room for imagination which is the fun part for many rpg soloists being able to actively and personally contribute to the creation of the experience and be surprised by that.
An app version will be a much preferred format instead of a ginormous tome, though.
Other excellent tools of choice not mentioned/seen in your video:
- paul bimler's solo adventurer's toolbox (similar to flextale, but imo a better presentation, a more streamlined design, a good balance between being inspiring and being instructive). The monster AI mechanic is really fun while keeping things to a very manageable scale, in contrast to flextale.
- d30 sandbox companion & d30 dm companion (a classic, comprehensive, detailed, ideal for osr gaming, esp. for hexcrawl and overland adventuring).
- wilderlands of high fantasy (judges guild's classic by the renowned paul jacquays)
- blackhack 2e (the large bulk of its content being simple yet fun random tables)
- mythic gm emulator deck (working just like the books, and I find cards even more fun than table lookups)
- CRGE-UNE-BOLD by the late zach best: a great alternative of the mythic system. more systematic and nuanced without increasing user's mental load. The npc book (UNE) is the best of the three imo.
- microlite20 random adventure generator (much less known, but extremely efficient and effective within just a few pages, esp. the dungeon generator. OGL and free. My personal pick of on-the-go tool, working perfectly together with the mythic and gamemaster's apprentice decks.)
Hi T U, Thank you for the support and the positive thoughts! I have heard of most of the content that you list there. I will add these to my database of things to cover as I can get a-hold of the assets. I took a look at those I had not heard of or seen and they look like good candidates for coverage. Thank you for taking the time to present all of this information ( especially after retrying over and over ). I have loosened the restrictions as much as I could for my channel. I am not sure what RUclips is doing here or what setting might be causing the issue. I will have another look. It is truly appreciated! I am sure those that look through the comments will be appreciative as well. I'll do my best to keep useful content coming. Thank you so very much again!
Great video. Just watched it again!
Thank you as always #1. To your point I need to do more work on videos of this ilk for those who are interested.
@@adventuresinsolitaire I hope your future videos are just as successful. :)
Great video!
Hi Sir Guy. Thank you so much for that. I really appreciate it.
In my opinion, DMs are not storytellers (and a roleplaying game is not best played as a storytelling game. If you want to play a storytelling game, there are games designed as storytelling games that do that much better). A GM places challenges in front of the players, the players try to solve the challenges, and after you are done playing, then you can tell the story (or stories) about what happened at the table. As a byproduct of play, a story may emerge.
It occurred to me recently that, at some time in the past (maybe around 3rd edition of D&D?), professional writers took over the design and adventure making of D&D; as opposed to the original D&D material which was written by a shoe repairman and a security guard, and other wargaming hobbyists. Sometime around then the game became about telling stories (which is just what you would expect a writer to be interested in) rather than the exploration of maps by PCs and combat with fierce creatures to obtain treasure [in a hexcrawl or a dungeon delve]. Video game influences (which are much more linier or like chose your own adventures) also began to influence TTRPG design [for the worse in my opinion]. Modules began to be written as movement from plot point to plot point, rather than allowing characters to roam around in the sandbox pursuing their own ideas and motivations. It seems like this was around the time that the term "railroading" arose and was used as a derogatory term by those of us who had grown up playing the open world/sandbox type of campaign to describe these ‘plot driven’ 'straightjackets' type of adventures. The linked videos are a great example of this point of view (which I agree with): ruclips.net/video/4c9BoqE-jeY/видео.html and ruclips.net/video/PIQpVNbLwuE/видео.html
The story is what happens at [or away from] the table AFTER they game is finished for the evening, when tales are told of what happened during the game. When I hear GMs, game designers and others talking about the three-act structure, overlaid by the Shakespearian five act structure, and then talking about the realization moment in screenplays [coming at approximately page 80], and the climax of the story, and [heaven help us] the denouement, etc., etc., I know that I am listening to someone who likely learned to play after the rise of the 'storytelling/video game' type of adventure.
Back in 1974, when age 10 to 25 year old 'kids' were putting together their D&D worlds and building sandboxes for others to play in, we/they had little formal education about story structure and the like [and wouldn't have thought about using it in the design of a 'dungeon' or wilderness adventure anyway] , but we/they knew enough to create challenges for players to overcome, which creates the environment for conflict (which is critical to drama), and with players having created motivated characters who were seeking fame and fortune, and were placed in such a sandbox environment, they organically created story through play. Look at things like the Judges Guild materials from the late 70s. They are filled with locations, creatures, NPCs, random tables and such and not plot points, a main narrative, etc. A DM is not a storyteller and RPGs are best used as role playing games, and not storytelling games.
Hi Captain Nolan, In regards to the role of a DM. I can certainly see your angle. I also would not debate the facts as you lay them out. I would agree that the role of a DM seems to have changed over a long period of time. In the solo "role-playing" arena, many of the solo systems are geared for a more "modern" take on what it means to be a DM. Now, I say modern, not as way to point to some "correct" view of a DM, but rather to emphasize your point on how a modern DM has changed over the years. So some of the solo systems can almost seem to be story generators with some RPG mechanics thrown in. Some are just...well story generators really. And one could argue that at this point we have strayed to far from the formulae of what it means to be a "Role" playing game. But regardless of the label there are certainly different ways to play pen and paper games. And I think they are all viable ( labels withstanding or outstanding ). One might even take the stance of, well if you want to call it that...but as long as you are having fun. We have seen a mixing of genres in the electronic gaming industry as well...what does it mean to be an RPG? I do absolutely agree with the story from gameplay. When I did my DM session there was very little preplanning. It was ALL open world and I had darn well be willing to let the players say "No I dont want to help the mayor! I want to rob that ship and sail until our boat hits some land far away.". So it was all emergent based on player actions and it was all creative with story when story was needed. I also enjoy a good game-book with a few RPG ( probably better said adventure game ) mechanics. With all that said your comment has given pause for thought on how we use our terms and language. And I am likely a little more fluid there than some ( or many ). I really appreciate that you took the time to voice that. It has been a while since I have seen that topic or had the chance to talk about it. I also greatly appreciate the links to those discussions...very good topic. Thank you Captain Nolan I appreciate it again.
@@adventuresinsolitaire You are welcome. Oddly enough, the RPG community seems to be heading back towards the open gaming/sandbox type of games and systems. Great recent examples are Ironsworn and Forbidden Lands. These are Modern Games with sandboxes and solo play built in to them. Also, the OSR has given and continues to give us plenty of new games and new takes on old games that embrace the open world, (no preplanned stories to follow) type of gaming (e.g. Fallen, Rogueland, Cairn, etc.).
@@adventuresinsolitaire My comment does not suggest that storytelling games are not fun (they clearly are for many people) or that they don't have merit. The point is that they are not necessarily "role playing games." Playing solitaire with cards also gives many people enjoyment; but merely because the deck has a King and Queen in it, and the player choses to occasionally talk in character about the "Kingdom of Spades" and wonders what the Jack is going to do on his adventure, and how he will try to capture a red ten so that the Kingdom of Spades can continue its progression, does not make the game of solitaire into a medieval RPG. The fact that it is not an RPG does not mean it is not fun, nor does it mean that solitaire has no value; but merely that it is another type of game. I suppose what we are talking about is a spectrum, and the question of "What is a role playing game?" Is this an RPG?: thesoloboardgamer.com/dungeon-solitaire-52-card-deck/
@@captainnolan5062 My apologies if that was my presentation for you in regards to story telling titles. I agree that "what does it mean to be an RPG" is really the meat of the topic. I think there are going to be grades as it sounds like you agree here. When I think of sci-fi for example, we dont just have sci fi. We have hard sci-fi, sci-fi, sci-fi-horror, and fantasy sci-fi etc. Sometimes I wonder if we had something akin to a psych breakdown of different concepts we would be better off. For example, have all of he qualities of what makes a rpg an RPG and scale each of them and have some kind of solid score. What is the mean and where does it lay on the scale for that mean... Everyone knows what it feels like to experience a type of emotional pain but that experience will still differ. So I think we will have the same with what it means to be an RPG or what it means to be an adventure game and so on. I think I have a feeling of what it feels for you to be an rpg, but I am sure you could fine tune that more if we had more of an in depth conversation about your thoughts there. For me I really dont have a list or metrics to guide my feelings. I think I have a fairly wide idea on what an rpg is. But I also think that feeling has been tailored by gaming culture ( I am well aware of this ). Much in the same way that a word does not often hold its meaning over the decades...that "language" changes. From the sounds of it, it sounds like I may need to do a video on that or maybe even do a live stream on it and have multiple people talking about there thoughts on the matter. It sounds like you would have a lot of value to add there. Again, I really appreciate the topic. It has been a VERY long time since the last time I talked on this subject with a friend ( or really anyone ). It is a good conversation to have I think.
@@adventuresinsolitaire No apologies needed. I was around from the beginning of D & D, so I have seen the 'evolution" of the game over 50 years. This undoubtedly informs my perception and opinion of how RPGs have changed over that period of time. I have played, what I will call 'pure RPGs,' like the original D&D (which is the sandbox/open world type of game), and I have played in more 'storytelling' RPGs (those that follow a plotline), and it is my strong preference to play the former (Sandbox) type of game. If I play a linier type of game (which feels more like acting in someone else's drama) where my choices don't really have meaning, then I am not nearly as engaged; I feel like I am more or less along for the ride. I enjoy the exploration aspect of sandbox RPG worlds, and having complete agency furthers that goal and gives players an experience that no other type of game can. Playing in a linier/plot driven, story 'beated' out game is like reading a poorly written book; in fact, why not just read a book and play some other game?, or watch a play or a movie, (i.e. there are other ways to get a similar and sometimes better experience). I guess what I am saying is this: Use RPGs to do what they do best and what they are unique at delivering, which in sandbox/open world games is to give you the experience of having complete agency in an alternate world; something that other mediums can not deliver. Use books, movies, plays, (or even put on your own play if you enjoy the 'acting' aspect of RPGs) or storytelling games (like Once Upon a Time www.atlas-games.com/onceuponatime/) to experience a 'story."
What a great video! TY!
Hey Joseph, Thank you for the kudos on the video. I am glad you enjoyed it and you are so very welcome!
Great video. I absolutely loathe Flextale. Talk about over-kill ! It’s like reading the most boring spreadsheet of all time but instead of using excel they did it in PowerPoint. I recommend Tome of Adventure Design instead.
Hi John, I know where you are coming from in regards to overkill. I plan on doing an in depth review of the material once I work on my current commitments for review and playthroughs. It really reminds me of a technical manual that has about 10 - 15% of what you need and the rest are pages you have to flip through. There are obvious reasons for that correlation, when you read the prefacing material, in the book as well. I think there will be those that can use just the Flextale system, and all of the other massive Flextale manuals, needed to run an adventure using that system. I think there ARE things that are useful in it. I come away feeling that, if I were to print just what I needed, I would have more of what I needed. But as you stated, there are other books that cost less and have more of what we need. And...with that being said, if I keep talking about I am likely to end up doing the review here in the comments... :P Thank you for sharing John, always appreciated.
I don’t suppose you could make a How to video for the FlexTale solo tools?
Hi Michael. Thank you for the question. I really appreciate it. I have at least a couple of plans for FlexTale. I still have a DnD session where my wife will be using it as part of the gameplay. I am also going to do a review of the system. When I do my reviews I try to do my best to cover the major points of rules or systems. So the review may well cover what you are looking for. Can I ask what you are looking for so I can see about adding that into the review or maybe as part of a separate full fledged "How To" video?
@@adventuresinsolitaire Well, I have the PDFs and reading them is a lesson in information overload. Just a simple "This is how you start" would be of immense help, I think. Like you, I need to sit down with it more and just use it and learn it.
Hi Michael, I can tell you that I had the PDFs as well and I had a really hard time sitting through it. The physical copy made the difference for me there. I really do NOT like taking in info in the digital medium for some reason. This is mainly for educational books and works of fiction. I do not mind reading the news or other "light" content in digital form for some reason. I think even with the hardcopy it can seem like information overload but I was definitely able to consume the info better. I did find that only about...maybe 20%...of the book is something I would make use of. It really feels like a technical manual in its style and its content. There is so much detailed info but so much of it you dont need most of the time.
Perhaps you have seen it by now but I have a vid on FlexTale on my channel
Whats your thoughts on soloing Alien & Terminator rpgs?
I am a huge fan of Hostile. If you like Alien in particular then you should feel right at home with that setting. It is far greater in scope than what I have seen for the alien rpg and opens it up a bit with similar IPs. Paul has done a great job with all of his work on the Hostile system. Not only that but Hostile is made for the solo player in mind. He also has recently released the Hostile:Solo core book for pure solo role playing. I will be doing a review on that VERY soon. It has kept me from purchasing the Alien RPG books given how true it is to the Alien like setting.
So, anyone knows any Solo TTRPG video game? :D
Man I can't go though all the comments, but have you checked out tricube tales solo rules or mebbe you have a video already I'll have a look. Anyhoo I find that's all I need
Hey there Chuck. I have it in my cart now. I recently got a replacement printer and am looking forward to printing that off to see what I can do with it. Great suggestion there. I will take a look! :) Sorry for the delayed reply and thank you so much for offering your well and much appreciated thoughts.