[This page has been revised on 2/27/20 to inject massive amounts of notes and comments. It no longer is just notes. It is now "applied to solo gaming". References to my game engine and fact generator, which are also found in this blog or are part of my RPG tool series, are also referenced.]
Material attributed to the website is center indented and bold.
I want to add my own notes to a select number of ideas.
This amount is from group encounters. I'm not sure if for solo encounters this would work. A standard group has 4 characters. Maybe dividing these numbers by 4 might make a more doable 1 person game.
Treasure
Ken's revised number of encounters for solo gamers based on the article.
~ 2 to 3 equal level encounters per level
~4 to 5 equal level encounters per level
or 5 to 6 lower level encounters per level
or 8 to 10 marathon session encounters
limit backstory
How can solo gamers use "limit backstory" technique. The action. By getting straight to exploratory action, with minimal expository explanations, the player can begin to immerse through the eyes a character into the game world.
start quick
If backstory is needed, even a brief paragraph may do.
limit random encounters
The limit random encounter is to try and keep the story related and flowing with more unified content. Doing so is railroading, rather than sandboxing
keep backstory relevant and recent
I don't have to explain what happened before the recent memory. However, I can put in subtle clues or hints of the distance past. Relevant to me means that whatever is written can be used for this gamestory or as a fork into a different story.
[gamestory= a term I use to differ a fictional novel-like story and a game story]
start with hook related action
See my backstory comment. In a sandbox or open world RPG, hints and clues lead to a direction of a gamestory. These hints may be based on images, words, questions, or character/story reactions.
clues built in to the design
The main thrust behind this idea, I think, is that a perception or awareness check shouldn't exclude major story clues. Rather, those types of checks are primarily for bonus clues leading to other rewards.
coherent encounters
Encounters should probably be thematically related. Even a swarm of bats, should make sense in the setting context.
What other encounter gain instead of combat encounter
entrance to somewhere
An encounter can lead the character to somewhere. Traditionally maybe the "person in the inn" type informants use this method. However, a person anywhere could lead a character anywhere.
information
What information is most important to players? Well, that depends on the player, rather than the character. The information might need to catered to different types of player enjoyment, possibly leading to different types of adventures within a similar story.For me, perhaps one option is to create a four pronged adventure information for the four archetype learning preferences that the Character Generator revealed.
resource
What does a solo gamer need? food, water, weapons, maps, keys, books, tokens
avoid combat
Combat isn't always fun for solo gaming. I've taken to "summary fighting" for insignificant impediments in my story writing.
suspicious or lying encounter
I haven't thought about using fake or false information or instructions much in solo gaming. This is built into my Twist Generator primarily.
Comparing recommended Treasure amounts to the Solo Game Engine results
about half or 1-out-of-two = little or no treasure
I'm not sure of predictable alternating no-treasure would really work. But a 50/50 roll would work great for a "treasure check" for solo gaming, maybe.
For my ABS12 Solo Game Engine (ASGE), this would mean a No, Unless or lower for d100, which is 50 or lower.
20% half treasure
Maybe a narrative version of this is mundane objects. This might be stuff that has little or no particular value, except within story context.
For my ASGE, this is the Maybe, If and Only If range of probability.
20% standard treasure
For my ASGE, this is the Yes probability – which for d100 is 15%.
10% double treasure
5% hoard, 10X
My ASGE has Yes, Also at 10%. I think a hoard would only come after a main boss-type encounter and is less likely randomly generated.
Plots
chronological
This is the order-in-time series of events. In a sandbox game, it might require multiple questions to generate different parts in a series or multiple actions to generate different flows within time.
geographical
Primarily a function of maps, geographical means that the area only becomes active in the story if the character actually moves to that location. The main issue with geographical located plots is that maybe the character never goes to that location. All of that preparation is meaningless.
inciting incident (hook)
The player character needs something to interrupt everyday life.
reversal
Twists are fun, if used sparingly.
finale
Goal accomplished and the story is resolved...for now.
hazards and terrain
I think this is the most common terrain in solo gaming. I'm not sure if trap mechanics might not need improving for solo gaming–if doing so is even possible.
surprise terrain
Surprises are things unexpected. In my Fact Generator, sensory information is the main method of noticing important details. While using the FG the last few years, details emerged from thinking up the different sensory data has created surprises even for me.
drama terrain
To me, drama = conflict. Conflict = tension, fighting, argument, and stuff. For solo - sandbox gaming, an interesting mechanic might be that conflict might occasionally create changes in terrain or reveal dramatic terrain features.
luring terrain
Ah, the lure of wealth, beauty, and majesty. Though some prefer dark, grim, and imposing. Whichever one's preference, luring terrain might draw a character towards those locations.
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