Skip to main content

Solo Gaming Month, 2018


As November approaches, we are once more coming to “SoloGaming Appreciation Month” (SGAM), an annual event where a bunch of Solo gamers come together to play a game or two with linked elements. Last year was focused on the work of Zach Best and shared Tarot Cards as story inspiration. This year, the theme is a bit more nebulous, “New & Shiny - Play a game or genre that you have never played before,” with a runner up of “Hybrid Game - take a small board game or card game and use it as driver for a solo RPG experience.” So, my challenge for this year is to play a new game or genre.

Unfortunately, every game I own I’ve actually played at some point, in some way, even if it wasn’t as a Solo game. So, I decided to branch a bit further out of my comfort zone and try a truly narrative game, specifically one of the “Letter Writing” genre. For those who aren’t aware, this is a genre of game where you take on the role of a writer, trying to communicate with a distant character. There’s a couple of these, though Quill is, justifiably, the most famous of these. Quill is great, don’t get me wrong, but it’s not quite clicking with me right now. So, instead I’m going to try a game that is heavily inspired by Quill, All We Love We Leave Behind by Adam Vass.


In this game, you play as the one who has been left behind. Someone close to you--your spouse, lover, sibling, child, or best friend--has left. Generally, they’ve gone off to be an “adventurer” of some sort; what would typically be a PC in other games. You are the one left at home, hoping for their safe return, and dreading the worst. So you write them, as often as you can, trying to keep your connection alive. But they never reply, and you are left to struggle with their absence. As you play, cards from a typical deck are drawn to reveal what happens to you during while they are gone, and how you cope without them in your life. If things go well, you are finally able to put them in your past and move on. If not, the feelings of abandonment and isolation may prove too much for you.

So, yeah, it’s a pretty different beast than what I’m used to, so this is going to be a bit of a rough experiment. I’ve never done anything like this, and it’s quite possible I might trip up and do a few things wrong here and there. But, that is all part of the fun. I’m also pretty sure there will be at least two differences from this play through and what the game presents. 

The first way I’m going to diverge from Vass’s instructions is in the actual writing of the letters. He instructs you to actually, physically, write the letters out, to better experience what the character is feeling in the moment. I’m pretty sure he’s correct about this, but for this series I will, naturally, be typing these letters. This might deny me the pleasures that come from physically creating something, but it ensures that others don’t need to deal with my atrocious handwriting.

Secondly, I don’t know what genre I’m going to use. The base AWLWLB game assumes a fairly typical fantasy scenario, though the game also includes “hacks” for alternate settings--noir, summer camp, and distant sci-fi. I have no particular idea of when or where I want the game to take place, so I’m going to decide randomly.

First, general time frame. Is this:

1. The past (includes fantasy, but also historical era’s prior to 1900)

2. Modern Day (1900-present) 

3. Future.

 I roll a D3 and get a 1. So, it’s the past.

Now, is this:

1. Standard Fantasy

2. Grim Fantasy

3. Weird History (Old West, Classical, Medieval, Colonial eta, etc.)

4. Real History (Old West, Classical, Medieval, Colonial eta, etc.)

I roll a D4 and get a 1. So, it’s Standard Fantasy.

I'll be honest, this was not quite was I was expecting when I started this post. But, play the dice where they lay, as they say. Next post I’ll create my character, The Writer, and their focus, The Absent.  

Comments

Popular posts from this blog

The Complete Transylvania Chronicles Redux

Here is the list of all my posts for my series on the  Transylvania Chronicles . The experiment didn't really pan out the way I wanted, but it was still an enjoyable and enlightening read. Hopefully other Storytellers will find these posts to be of some interest If you're a player who might play these, please note that each of these posts is full of spoilers. They were written from the point of view of a potential storyteller, so please do not read these if you are planning to play. For everyone else, here they are. Get it here I started off with the read through of Transylvania by Night. This is still an excellent resource, if perhaps overly ambitious. I wish they had focused more on a smaller area, such as Transylvania itself. Instead, the book seeks to cover the entirety of Eastern Europe, with mixed results. I'd still recommend it for anyone interested in running a Dark Ages chronicle, no matter where you wish to set it. Introduction . Chapters...

Transylvania Chronicles Redux -- Act I

Transylvania Chronicles I Dark Tides Rising Act I: The Making of Princes (Massive Spoilers) Summary The characters are summoned to Buda-Pest to meet their would be Patron (decided by Coterie Concept). En route, they come across a slave auction and witness a slave escaping; they can choose to intervene or not. They are confronted by a mad Malkavian prophet foretelling their involvement in great event to come. Their patron assigns them the task of building a fortress, and they are given money and men to accomplish this. As they travel to the build site, they are ambushed on the road, destroying their men, supplies, and wealth. A Myca Vykos provides them aid, and they meet with a local Prince. When they get to the building site, they meet Lucita and Anatole, who help them acquire ancient tablets (a “subplot” from their patron). The players begin building, and need to recruit Zelios, a master architect and Kindred. Short on funds, Myca Vykos again appears and offers them fina...

Transylvania Chronicles Redux -- Act III

Transylvania Chronicles I Dark Tides Falling Act III: The Death of Princes (Massive Spoilers) Summary : Players are Princes. They gather to discuss recent rumors of Gypsys, the Turks invading, and the growth of the Inquisition in the west. Anatole and Lucita arrive and fill them in on more recent events (Anarch uprising, death of Lasombra, peasant revolts, etc.). Their sires approach the PC’s and demand a Blood Oath. Players are tasked with a “simple” job--help Nova Arpad capture a thief and return various pieces of jewelry.  They track the thief to a gypsy camp. Receive the fortune. Inquisitors interrupt, and they fight. They retrieve the thief (?) from the Inquisitors. No matter what, they fail in some way. Enraged, sires strip them of their domains. More prophecy. Dragomir approaches them about diablerizing the Tzimisce Antediluvian. Players either assist or seek to hinder the anarchs. Key Factors : Players fail their sires, but can not strike back against the...