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Tuesday, April 28, 2020

Playing with myself, some thoughts on solo gaming


I play a lot of solo games, especially at the moment. Recreating that “other intelligence” is impossible, but you can make things harder for yourself and create some uncertainty. If you enjoy solo gaming then like me you will probably find that no one system can answer your requirements, the answer of course, is to write your own rules. Or do what I do and cheat and combine systems you like from different sets of rules! It doesn’t actually matter which combat system you use, the mechanics of causing casualties or the morale system are not as important as command and control, so pick a system you like and change the command structure.

I like the system in Sharp Practice (Too Fat Lardies), in fact, all Lardy games translate quite well into solo affairs. The random movement being an excellent example of this, each unit rolling dice to determine how far it can move, introduces an element of chance especially when rolling certain numbers triggering random events. “Unit lost way” “Unit has lost its water supply reduced movement” etc. Their system of drawing of chits or cards to decide turn order with each principle character having a number, introduces an element of uncertainty but doesn’t fit with all rule systems. 

Sharp Practice-Chips are drawn to decide order of play
Frostgrave excellent for solo play









Joseph A McCullough, the creator of Frost grave, writes excellent solo rules. A deck of random event cards, one for each turn. They are scenario specific and introduce variable victory conditions random wandering monsters and clues, amongst other things. His system for automated movement for enemy characters also works well at skirmish level, certainly something similar is possible at mass battle level. Frost grave is available free on line and so are several solo scenarios. The beauty of this system is the “lone wolf” element Joseph uses to create a narrative that changes with your choices.


An excellent read for the solo gamer

 
Stuart Asquith was the master of solo gaming, and all his books are still in print and available. His idea of a “programmed opponent” works well and he suggests several systems to represent this. I like the one where you draw cards to decide the strategy for the battle” refused left flank” “counterattack” etc

Personally, I think the most important thing of all is to adopt a solo style. Forget the competitiveness, you can’t beat an enemy that knows your every thought. Is it possible to win against yourself? I don’t know, for me, that way lies madness.  I think its better to find another way and most of all to have fun.

 One style is to play both sides as if they are your army and you are playing against your sworn enemy. It’s good if you can find a character on each side that you can empathise with. Writing a short character sketch for each leader/hero works well. Roll their characteristics and then make them caricatures with larger than life traits and eccentricities. They could be reckless, bold, determined, cautious. Veteran or raw.  All solo games are narrative in nature, anything you can add that generates an element of "story" to your game will make it more enjoyable. Also, very important, you have to have two hats, one for each side and actually put them on as you play each side. I have a French hat and a British hat for when I play Napoleonic games, when I play Middle Earth based games, I have a wooden sword that I wave as the Good guy and a cudgel when I play the Evil side!

Another style is to adopt the role of observer or narrator. In this you are a neutral non participant, a journalist perhaps or chronicler, observing from an objective viewpoint and watching the story unfold. I tend to use this style for Sharp Practice.

Narrative games work well in solo mode. The Robin Hood model where one force, the goodies, are outnumbered or out gunned by a force of baddies. Most scenarios can be doctored to represent this. Increase the enemy forces by half. Use an “automated system” for their reactions. Use a dice throw to decide their rate of movement. I use this for Middle Earth SBG.

Random events can make a huge impact on a game and should be used with a hint of caution. Lots of small events will help to create the feel of the chaos of war without overpowering the game or making it become too random. 

Use a deck of cards, ace to ten, remove picture cards. Hearts are movement random events, spades are firing random events, clubs are general random events.
Create ten events for each group of events, one for each card. Draw a card at the start of each turn and apply the effects to the Last unit that moved or fired. 

Some examples
 Movement-heavy mud- reduce movement, high spirits -increase movement. Hidden ditch, takes one turn to cross. A fire breaks out in the nearest building. “Hmmm I don’t like it”- unit doesn’t move. Horse bolts-taking a hero or leader one move in random direction
Firing- damp powder, fire at less effect. Fouled barrels, jammed weapons, can’t fire this turn. Smoke a huge pall of smoke forms.” I say Good shot sir”-a bonus is applied to shooting. Cannon misfires roll d6 1-5 needs one turn of clearing barrel 6 = explodes
General- Sudden heavy downpour, reduce movement, check for wet powder, ruined bow strings. Heavy wind- horses unsettled – 1 morale/courage, no long-range bow fire. Monster goes berserk, attacks nearest friendly unit.

Automated response for enemies.
Although automated, enemies will behave as though they have a life an are not throwing it away needlessly 

1)Does the enemy have a line of sight to your forces?
Yes If the enemy has a loaded missile weapon and it is in range it will shoot. If not, it will move into range, adopting a position in in any appropriate cover. If it does not have a missile weapon it will move towards the nearest opponent and attempt to melee.
No Proceed to 2)
2) Does the scenario have an objective?
Yes The enemy will move toward the objective using what ever cover it can utilise to remain in cover
No The enemy will D6 1-3 watch and wait 4-6 advance towards your base line
This can be nuanced according to period, rule set and characteristics of the enemy leader

Which ever system you use, what ever period you play, if are home alone and wanting to play games adding some element of randomness can only make things more fun.


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