Solo Rambling 2024: A year in review

The following post is just a bit of off the cuff thoughts about the games I've played so far. Regular sessions will continue next week with Dragonbane session 6. For anyone interested in my thoughts so far, here ya go!


Ironsworn

The game that everyone recommends to start with. I’ll admit, I was somewhat talked out of starting with other games by the hordes of solo roleplayers and Ironsworn fans that recommend people start here on their solo journey. After reviewing many posts discussing a place to start, it seemed that Ironsworn was the way to learn how to drive a narrative on your own as a solo player. While in the end I really enjoyed my time so far in Ironsworn, it certainly has more of a learning curve than people admit to themselves. The key to successfully running the game for me was becoming very familiar with all of the move options. While this seems like a no brainer, the sheer amount of moves and options included could be quite overwhelming to a newcomer. I feel that this is the biggest factor leading to people struggling to become invested in Ironsworn when they first start. It can be difficult to just come up with a story, and Ironsworn does demand a bit of self direction that is more easily generated by other systems' use of oracles and the like. Understanding that the right move is not necessarily the right mechanical move for the situation, but the right narrative move for the situation is imperative. Your character can end up floundering in a spiral of failures and non sequitur actions if you don’t put aside the game part and embrace the narrative nature of Ironsworn fully.

Overall I learned several important lessons from Ironsworn. First, failing forward! The easiest way to kill a solo game is to let failures end your narrative drives. This is a sentiment that is seen throughout the solo RPG community, but it really hits home when you are finally facing it in your own game. A failure doesn’t mean the thing you wanted to do doesn’t happen. It means the door you wanted to go through is closed… Better start looking for the window to get yourself out of wherever you’ve found yourself. Secondly I greatly improved my ability to think on the fly quickly. In several instances the game might give you two words that seem like they have no connection to your character’s current situation. I’ve found that these things are where the real creative drive develops for me in particular. An oracle giving you something that seems disconnected is an opportunity to truly let your creative juices flow. Connecting the dots between your narrative and some confusing oracle result leads to a word problem that really became the most fun challenge for me as I developed my Ironsworn world and campaign. While its never wrong to roll again if you really can’t figure out an oracle result, I learned that the extra time to really stretch your brain to make the connections really drives the narrative outside of the confined expectations that you develop as a player and brings you to newer, more interesting places. 

 

Runecairn Wardensaga

A rules lite game based on the cairn system, this one was a very welcome change from the narrative focus of Ironsworn. While the rules are very loose, I found the return to the traditional “roll on a skill to do a thing” structure I’m more familiar with to be a very welcome shift from Ironsworn. Playing through a prewritten adventure for the first time by myself was the greatest challenge I found here . It was odd to try to play my character wandering through a dungeon when I already knew what was in the next room, the solution to the puzzle, and the outcome in general of the adventure. That being said, it became more of an exercise in playing the GM guiding my own character through the dungeon. Once I was able to play both sides of the coin, the GM with all the information and the character unaware of that skeleton hiding in the pond etc. , it became very enjoyable. Overall the “souls-like” structure of combat and adventure was very interesting and I did enjoy the danger that seemed ever present in the game. The adventure was also a good length, coming off the near-year that I spent playing Ironsworn! A quick character creation into two decent sessions was a great amount of time to spend in the system. Looking forward, I will certainly return to Runecairn. The solo system present to generate dungeons for your character to go through seems very intuitive and very fun. Having played a bit of the Dragonbane solo campaign now, I could see it playing out very similarly. A point crawl dungeon with lots of self generated problems for my character to overcome. Overall a great, yet very light system to play when I need a break from any longer campaigns. 


Carved by the Garden

This one surprised me quite a bit. At first I was very hesitant about how I would enjoy journaling games. From what I have digested from community sentiment, journaling games are a love it or hate it kind of game. The people that really enjoy them cannot recommend them enough, while the people that already dislike the feeling of solo roleplay being too adjacent to just creative writing are generally rather repelled by these games. While I did enjoy playing Carved in the Garden, I too fell into the camp that found journaling games tobe too adjacent to creative writing. Why constrain yourself with rules or a system if you are generating all of the story yourself. What I found in Carved by the Garden was a very interesting creative writing system. I really enjoyed the dark twists and turns that the prompts in the game pushed me towards, but in the end I did find it a bit too close to a creative writing exercise than an actual roleplaying game. That being said, I do enjoy creative writing and so I did really enjoy the afternoon I spent playing this game. While I may not make journaling games a type of system I regularly return to, it was a rather compelling experience that I thoroughly enjoyed. I would recommend that anyone who is interested in solo roleplaying with more of a background in creative writing start with a journaling game over Ironsworn. While Ironsworn certainly is more narratively driven than other traditional RPG games, the fact that there are so many rules to keep in mind while playing certainly could give someone difficulty if they were not prepared for the “game” aspect of solo roleplaying. Journaling games give just enough of a hint of game structure, while presenting you with interesting narrative prompts to bridge the gap between a more traditional game and creative writing that could be more welcoming to people less familiar with the game aspect of the hobby.

More specifically on Carved by the Garden, I really enjoyed the dark, twisted narrative that I ended up with at the end. I wanted to do a fun halloween session and this game delivers in spades! It was creepy and unsettling at times, but it wasn’t so dark that I felt like stopping at any point. If you are interested in a horror journaling experience I would highly recommend it! I will likely return to this in the future for some oneshot sessions to experience a bit more of the prompts, but after a few playthroughs I will likely shelf this with fond memories but not come back to it. In the end I think that is the biggest limit to journaling games. There is a point where you’ve seen too many of the prompts the system has to offer. The excitement of new twists and turns will be gone and at that point the game has run its course for you as a player.  


Dragonbane

Dragonbane was the first system I bought with the intent of playing solo. It was the game I was excited to play from the start, and it was the game I shied away from in fear that I would somehow do it wrong. Much of the community points people towards more narrative and simple games to get started with and I fell into the camp of people that was not confident I'd do it right. So I ended up starting elsewhere. I don’t regret starting where I did, I really enjoyed what I’ve played in Ironsworn so far! But there was certainly some amount of discourse that made it feel like I would jump into a more rules heavy game and fizzle out because the practice in creating a narrative to push the game forward would not be there for me as a fledgling solo roleplayer. Since I didn’t start with Dragonbane, I couldn’t say if this would have been true for me or not, but from the handful of sessions that I have played in Dragonbane now I can say I am absolutely loving the system. It has enough rules that it feels more game than narrative, yet it's light enough that I don’t spend an egregious amount of my sessions looking up rules. From the limited amount of time I’ve had in playing solo, it seems to hit the sweet spot for me in this regard.

On top of that, the solo point crawl campaign that is presented in the starter set, “Alone in Deepfall Breach”, feels like the perfect combination of prewritten adventure and  empty spaces to fill in the blanks with my own narrative. Its a compelling story without having the trouble of knowing what's behind every corner. Even then, how the prompts are presented for each of the known points is loose enough that it really acts like a guide and not like a GM telling you the adventure. It allows you to fill in the gaps so that you can learn how to generate those blank spaces for yourself successfully. Looking back, I think I would have been perfectly content starting with Dragonbane. Further still I would recommend that anyone who is just starting out begin with Alone in Deepfall Breach! It gives you enough of the skeleton of an adventure, while giving you room to create narrative moments as well. Its linear in its design, yet flexible enough to give you space for the “roleplaying” part of the  roleplaying game. And I’ve come to this conclusion just halfway through the second mission of five in the Alone in Deepfall Breach campaign.

The core system also gives enough tools to generate myths and legends for your characters to chase, side quests to help out with in villages you blow through, and drive to keep your character in the world well after the solo campaign. My current plan is still to complete the solo campaign and then move on to my next system, I will certainly come back to Dragonbane for oneshot adventures, short dungeon delves, and maybe a longer ongoing campaign one day as well.


In Conclusion…

I’m overjoyed that I’ve been able to stick with this little experiment for as long as I have so far. Its really opened my eyes to the diversity in the wide genre of tabletop roleplaying games. And after this last year I’m even more excited to continue on with this journey! I have several plans for the next games I’d like to play written out on the blog in the Campaigns tab. I’ve also got numerous more just floating around in my head for when I may eventually have the time to put them in action. For now, it’s likely that Dragonbane is going to take up the majority of the first half of 2025 for the blog. After that I would like to try out playing a more old school game focusing on a party of characters instead of a solo character (Dolmenwood with Garden of Ynn). That being said, I’d also like to try out a system outside of the traditional fantasy setting (Across 1000 dead worlds?). But for now that’s quite a ways off. As we get closer to the end of Alone in Deepfall Breach I’ll see what other ideas I’ve got fermenting away that might need to take precedent! For now, I’d like to say thanks for reading! This blog is mostly a way for myself to document my adventures in the Solo Roleplaying space, but for anyone who has enjoyed the stories so far or found inspiration to give solo roleplaying a go yourself from my blog, Thanks! With that, here is to a 2025 filled with Solo Rambling!

Comments

Post a Comment