31 October 2011

November looms...

Tomorrow is the start of Solo Tabletop Gaming Appreciation Month, so get ready to

PLAY GAMES!


...and tell Solo Nexus about them!

E-mail me your after-action reports, links to your blog, or your comments about your gaming!

Have fun!

29 October 2011

My DC Solo Heroclix Line-Up

I struggled all week with this line-up. I even started regretting going so far as to have both a Marvel and a DC solo clix throw-down. However, with what I think is a DC-appropriate combination of teams headed for a DC-appropriate confrontation, here's my second solo Heroclix line-up for November's Solo Tabletop Gaming Appreciation Month. The winning team will face-off against the winner of the Marvel solo Heroclix competition.


PHASE 1
300 points each

REGION 1
Metropolis - Metropolis Heroes vs. Metropolis Villains
Fortress of Solitude - Superman vs. Superman Revenge Squad

REGION 2
The Monument - Central City vs. The Rogues
JSA Museum - JSA vs. Injustice Society

REGION 3
Arkham Asylum - Gotham City Heroes vs. Gotham City Villains
Axis Chemicals - Teen Titans vs. Fearsome Five

REGION 4 
[500 points and will directly lead to Phase 3]
The Crater - Brightest Day Heroes vs. Red & Orange Lanterns

*          *          *

PHASE 2
600 points each

REGION 1
Legion Central Port - Legion of Super Heroes vs. Future Villains, + Phase 1 survivors

REGION 2
Green Lantern Cells - Green Lantern Corps vs. Sinestro Corps, + Phase 1 survivors

REGION 3
Antimatter Fortress - Justice League vs. Legion of Doom, + Phase 1 survivors

*          *          *

PHASE 3
900 points
CRISIS
Dawn of Man - Krypton vs. Apokolips, + Phase 1, Region 4 Survivors & Phase 2 Survivors

21 October 2011

Oceania Variant

Here's an unusual solo variant I had posted somewhere else a while ago that I just stumbled upon in my files. What makes it unusual is that the game - Klaus Teuber's Oceania - actually already came with a solo variant, but that variant didn't use all of the pieces from the two-player version. So, my solo variant attempted to use all of the elements.


Set Up
Prepare the game components as usual for a two-player game, but with one exception. Place the 8 grey Scout Tiles in the zip lock bag provided in the game box.

Game Play
Play as you would the one-player version. However, when an island is completed, Pirates invade, and you must decide if the land you've just discovered is worth defending!

Island Battle
As soon as an island is completed, randomly draw a number of Pirates from the bag equal to half the number of tiles that make up the island, rounded down. Those Pirates are invading that island. In order to repel the invaders, you must commit a number of your own Scouts to that island such that their value exceeds the value of the invading Pirates by at least one. If you are able to defend and do so, your Scouts remain on the island for the rest of the game, and the Pirates return to their ship (the zip lock bag). If you don't want to defend or cannot defend, the Pirates remain and claim the land as their own. If more than one island is created on a single turn, the Pirates will invade in the order of the largest island to the smallest.

Pirates will always try to invade an island, even when they're running low on manpower. If a 6-tile island is at stake, but there's only one Pirate tile left, Pirates will still attack because that one Pirate tile may out-value your remaining Scouts!

Additional Rules
When you've run out of Sea Tiles due to discarding, return the discarded tiles to the box lid (excluding the three removed from the game at the beginning) and continue drawing until all of the spaces on the board are explored or no Sea Tile remains that can be placed legally.

Scoring
You and the Pirates score one point for each Sea Tile that makes up a completed island under one's control. You lose one point for each unexplored space on the board. (Discarded tiles are not included in the scoring.)

16 October 2011

Press-Gang Questionnaire Play Test

At the end of a recent post wherein I whined about not having players for the RPG I wanted to run - Advanced Fighting Fantasy - I had proposed the "Press-Gang Questionnaire," a multiple-choice distillation of the significant encounter choices presented within an adventure session. The questionnaire was to be given to unsuspecting victims and then the results were to be compared and played out while I "ran" the adventure as a solo game.

For my initial test of this concept, I drew up a quick little adventure called "The Ruins Have Eyes," a pretty basic fantasy escapade.


The Premise: After a falling star is seen landing among the ruins on a rocky precipice, the locals notice blinking green lights and Goblin activity coming from the 300 year-old structure. Adventurers are hired to check things out and clear away the Goblins.

The Truth: The ruins aren't ruins at all; they're the remains of an incomplete summoning spell meant to bring an evil Earth Elemental into this plane. The warlock who had tried to cast this during Allansia's War of the Wizards died during the process, and the Earth Elemental has been stuck between the planes ever since. The falling star that landed in the ruins is a meteorite with the cosmic oogedy-boogediness to complete the summoning, and, just to complicate things, its unearthly power has also drawn a Goblin shaman to it, one who thinks he is capable of harnessing the space rock's power. The shaman is very wrong and soon will be crushed under the wrath of a seriously ticked-off elemental behemoth. (The "lights," by the way, are the two glowing green eyes of the elemental opening and closing as it struggles to put itself back together.)

As for the Heroes, I wanted four of them to test out the "consensus mechanic" of the Press-Gang Questionnaire, including possible ties, so I used AFF's versatile character creation system to design a quartet comprised of a potion-making witch, a treasure hunter who collects beneficial and cursed items, a thief with ESP, and a hearty Dwarf mercenary. For each one, the same questionnaire of 8 items was drawn up on an index card. Each was titled with a very brief description of one Hero. The items were as follows:
  1. Sneak in / Attack / Wait
  2. Continue past trap / Find another entrance
  3. Pause to examine / Move out quickly
  4. Fight little foes / Flee little foes
  5. Fight big foe / Flee big foe / Retreat
  6. Fight / Negotiate
  7. Fight / Negotiate
  8. Keep object / Destroy object / Give away
The questionnaires were given to four different acquaintances of mine in-person, not via e-mail or text. All four were professional adults above the age of 30. Two were academics, one was a business owner, and one was in media. Three of the four were sci-fi and fantasy fans, but only two were RPG players. The four were chosen by me simply because I saw them before I saw anyone else once I had the questionnaires written.


I did not look at their choices until I was ready to play, and then I only looked at one response at a time.

Best observation: It was always exciting to reveal a new multiple-choice item! I couldn't wait to see what people had chosen for each character and what the consensus would be!

Overall, the game ran much more smoothly than I had anticipated. With the most important decisions made by others, all I had to do as GM was mediate the obvious stuff. It helped that the adventure was nicely straightforward.

The first item, which my respondents did not know concerned the three Goblins standing guard at the entrance of the ruins, had a consensus of two - to sneak in rather than fight. This was a poor choice as the Dwarf mercenary was very bad at being stealthy, and the Goblins attacked. Though the Heroes triumphed, demerits were issued to the Heroes who had made that choice.

A sudden quandary occurred when the Heroes encountered the Elemental's hand as it manifested before them. The consensus was to "Fight big foe," but the poor Heroes had no idea that they possessed no weapons or abilities that could harm the hand. With real players, they would have realized this soon enough and would have fled their big foe, pushing past it. With no real players, I needed a way to mechanically emulate this realization. So, I rolled an unopposed test of the witch's Magic Lore skill each combat round. When she passed it, it would indicate her realization of the futility of their combat, and the Heroes would move to the next encounter. She finally "got it" after four rounds, which was good news for the treasure hunter who was getting slapped around pretty good by the hand.

When the naked Goblin shaman performing a useless ritual by the meteorite was finally encountered, demerits were even and there was a tie between the choices of fighting him or negotiating with him. So, I rolled randomly, and the result was a fight. This was a good thing because the Heroes only had 1 minute in game time from the moment of meeting the shaman to get to the meteorite or the Earth Elemental would be born. The shaman cursed the treasure hunter, nearly killing him, but the axe of the Dwarf mercenary and the crossbow of the psychic thief took the Goblin out in 10 seconds. The meteorite was quickly removed from the ruins, and the day was saved.

The final multiple-choice item concerned the meteorite. A consensus of two determined that the Heroes would "Keep object." Suddenly, I started to ponder a "space rock" story arc...

Anyway, it was a good test with positive results. With real players, the adventure would have probably taken 60-90 minutes to play out. Using the Press-Gang Questionnaires, the game took about 30 minutes. The demerit system made for excellent added dynamics, and every reveal of a new response was exciting!

However, I missed real players. One of the great joys of being a GM is to immerse others into a fantasy and to collaborate in its development, and I didn't get that here. As the adventure proceeded, the Earth Elemental began to reform; thus, the Heroes were traveling through its body, a cool narrative conceit that was utterly lost without a real audience for whom to play up the description of such an evocative scenario.

So, I'm torn. I'm glad my solo mechanics worked and an adventure could be run, but, ultimately, it was an exercise, not a game. I like being a solo player, but I don't know if the "solo GM" experience is what I want, no matter how difficult it may be to get players at my table.

14 October 2011

Mage Knight Board Game

My wallet's psychic assault finally dissipated, and my brain instantly acknowledged the existence of Wizkids' Mage Knight Board Game, a 1+ player game by the creator of Galaxy Trucker and Dungeon Lords.


From Wizkids:
The Mage Knight Board Game throws you and up to three other Mage Knights into the sprawling and ever changing world of the Atlantean Empire, a land that is but a distant memory since your transformation into a mysterious Mage Knight. Build your armies, defeat bands of marauding enemies, and eventually conquer cities in the name of the mysterious Void Council. 
Designed by renowned designer Vlaada Chvatil, Mage Knight is a game of Epic Exploration and Conquest that mixes character development, intrigue, and the clashing of swords to create a truly unique gaming experience. 
The Mage Knight Board Game comes with a variety of campaign options, allowing you to play both competitively or cooperatively. Will your path intertwine with your fellow Mage Knights as you quest to conquer the Atlantean cities, or will you be sleeping with one eye open? 
The game features an impressive 240 cards, 8 intricately painted miniatures, 196 tokens, 20 map tiles, 54 mana crystals, 7 mana dice, 2 game mats and 2 rulebooks! 

If you're a serious solo player, you MUST read the rule book and check out how flexible and customizable this game truly is. Though one specific solo scenario is presented, almost any of the multi-player games may be easily adapted for solo play. In fact, the number of variants available for all of the game possibilities - competitive, cooperative, team play, etc. - is wholly impressive!

Despite my wallet's trepidation, the Mage Knight Board Game will release at some point in November. For more, go HERE.

10 October 2011

The Solo GM and the Press-Gang Questionnaire

I need to vent, but I promise my rant will eventually lead to something constructive, so stay with me.

In August, I wrote about how solo play can help to salvage games others don't want to play with you. Within that article, I mentioned a new RPG that I had just acquired, leaving the image of a Bloodbeast as a clue to the game's identity (which Crystal Star Games' Shane guessed correctly). The game was the new edition of the British classic Advanced Fighting Fantasy by Graham Bottley, and, for many reasons, I'm very, very eager to run this system. In fact, I haven't been this excited to run any RPG since the early 1990s! I thought it would be even more exciting if I added the Mythic GME to the mix, throwing in some randomness that the players could interpret, giving them the power usually reserved for the GM! Who could resist?


Apparently everyone.

At the time I had posted the article, I had been unsuccessful at finding players to join me. Since then, it hasn't gotten any better.

I removed Mythic entirely from the game and pitched AFF on its own. Still, no bites.

I offered long campaigns, short campaigns, and one-shots. Didn't seem to matter.

I invited people to my home, I offered to go to theirs, I suggested meeting at eateries, and I even pitched using Google+ hangouts like the folks running ConstantCon. Still, no dice.

What makes this so tragic is that, despite being a solo gamer, I'm far from alone. Currently, I have more gaming friends than ever! I play in a weekly RPG group and go to weekly minis tourneys and also attend several monthly gaming events around the city. A few of these folks, both friends and strangers alike, gave me "maybes" at best, but, inevitably, no amount of players equalling 3 or 4 were willing to commit to the same day or time. Bust-o.

The point is, I've not simply struck out with a few people, I've struck out on a self-esteem-crushing magnitude the likes of which I have not seen since my Spellfire CCG days!

This, for me, is nothing new, though. I've admitted before that I often gravitate toward esoteric fare which is why solo gaming is how I spend some evenings while my wife pities me from a safe distance away.

However, what is new for me is that I really, really want to run AFF, not be a player. I even wrote a complete horror-fantasy adventure for the Halloween season at a friend's request (he has since become unavailable to play), and I'd hate to see October go by without running the story! So, where does a solo GM get players?

I know that some gamers on the Yahoo Mythic boards have used the Mythic GME as a "player emulator," but I don't want to interpret information. I want a human being to make a decision.

Enter Donald Featherstone, my hero.

In Donald Featherstone's Solo Wargaming, Chapter 4 introduces the concept of the press-gang. From Mr. Featherstone:
A press-gang is a body of men specially detailed to force civilians to serve in the Navy or Army.... It is not a bad idea for a solo-wargamer occasionally to set himself up as a one-man press-gang with the almost certain results of securing a reasonable number of victims if only because they were unaware of his intentions or because of the sheer unfamiliarity of his approach. 
In other words, get the people around you to participate in your solo gaming activities by catching them off-guard! Even if they have no idea what is going on, so long as the task you give to them is simple enough to complete, you, the solo player, cannot lose!

Don gave wonderfully amusing and clever examples of employing wives and children in war games, but what about RPGs? How can I, the wannabe GM, press civilians into service as the players in my RPG without actually having them play?

Answer: a multiple-choice questionnaire! Here's the basic premise:
  • You, the solo GM, create the PCs. 
  • Make a number of multiple-choice questionnaires equal to the number of PCs in your game. Label each of the questionnaires with a very brief and simple description of a different PC. 
  • Wherever there would be an encounter during an adventure or a narrative moment that required a decision to be made, create a multiple choice item consisting of two-to-four possible actions for that event. Place the items on the questionnaire in the most probable order the events would occur. 
  • Present the questionnaire to a different "civilian" per PC. Ask the civilian to choose one and only one answer per item, and tell him or her to keep in mind the PC description when choosing. Choosing an answer does not require familiarity with RPGs nor does a context or story need to be given. (Alternatively, each item on the questionnaire could contain a brief and simple description of the event, if desired.) 
  • Collect the questionnaires without looking at them. 
  • When you are ready to "run" your solo game, reveal the answers to the first item to yourself one at a time. The consensus is what the entire party does, though PCs that chose otherwise may revert to their original choices if things go poorly. In case of a tie or no consensus at all, choose the party's action randomly. Play out the result as per the responses and/or common sense. 
  • If the final outcome of the action is a negative one, give a demerit to the PCs whose civilians had made that choice
  • In subsequent decision-making events, the character or characters with the highest amount of current demerits may not cause a tie and may not have his or her answer included in the choices if there is no consensus and a decision must be made randomly. 

Here's a possible multiple-choice questionnaire for the first part of my AFF horror-fantasy adventure:

CHARACTER: Young mind-reading noblewoman with a taste for adventure 
  1. Toward familiar agony / Toward strange discomfort 
  2. Want stuff / Need stuff / Don't care 
  3. Ignore / Aid / Attack 
  4. Follow / Steal / Attack / Avoid 
  5. Avoid / Attack / Observe 
  6. Longer path, easier terrain / Shorter path, rougher terrain 
  7. Ignore strange cries / Investigate strange cries 
  8. Slay / Abandon 
  9. Investigate / Avoid 
  10. Admit truth / Lie / Feign ignorance 

The above would be sufficient for the first part of the adventure. Not included are life-and-death decisions that would be entirely obvious. Item 10 would actually only be a choice for one of the PCs, but, since I wouldn't know which one in advance, I would include it in the questionnaire even though it is not an issue of consensus.

So, that's the idea thus far. After almost two months of being handed lemons, this is the first batch of lemonade I've made.

Thoughts?

07 October 2011

Rules for The Legend of Drizzt Board Game

Today, Wizards of the Coast released the rules for The Legend of Drizzt Board Game, their third D&D-themed board game for 1-5 players. The game is in stores October 18.


Get the (large, awkwardly downloading) rules document HERE.

Not sure if these WotC board games are right for your solo play? Read NinjaDorg's awesome article on Wrath of Ashardalon solo play HERE.

And there's lots more D&D board game goodness from NinjaDorg to be found at BGG HERE.

06 October 2011

Jay's Review of Mytherian Heroic Fantasy

Jay of Dummies and Deathrays has begun a thorough review and playtest of the solo playability of the books of Mytherian Heroic Fantasy by Erik Goodwyn.


Go to Jay's first post on the subject HERE and follow his blog.