Finding Solace in Solo Tabletop RPGs: Embracing Immersive Gaming Experiences Alone
Finding people to play tabletop games with can be a challenge, which is why the popularity of solo tabletop role-playing games has skyrocketed in recent years. With the rise of indie TTRPGs and the ongoing COVID pandemic, solo rules for games that are typically played in groups have become a saving grace for tabletop enthusiasts. From historical mysteries to examining monstrosities and surviving a mutation-filled zone, designers have incorporated solo play into their games in various ways. Whether through supplementary guides, stretch goals, or built-in rules, solo tabletop RPGs are providing solace for gamers seeking immersive experiences on their own.
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– The demand for solo tabletop role-playing games has grown in recent years, as it can be difficult to find a group to play with.
– Designers have begun incorporating solo play into their games, either as a supplement, stretch goal, or part of the base game itself.
– Examples include Swedish game Vaesen, which uses a deck of cards to uncover mysteries, HUNT(er/ed) which explores monstrosity and acceptance, and The Zone, a solo horror game inspired by Annihilation.
The tabletop gaming community faces a unique challenge in finding a group of people to play their favorite games with. The logistical difficulties of organizing a group, the abundance of high-quality indie TTRPGs, and various other factors have given rise to a renaissance of solo tabletop role-playing games. These are games that are designed specifically for one player, allowing them to immerse themselves in a rich gaming experience even when playing alone.
Solo tabletop gaming is not a new phenomenon. It has been around for quite some time, starting in earnest with wargames in the 1980s. Over the years, it slowly gained prominence and popularity, but it wasn’t until the quarantine period of the ongoing COVID pandemic that it truly came into its own. Standalone TTRPGs like Tim Hutchings’ historical “Thousand Year Old Vampire,” Shawn Tompkin’s “Ironsworn,” and Chris Bisette’s “The Wretched” laid the groundwork for solitary tabletop RPG experiences.
In the five years since 2020, the demand for solo tabletop games has only grown. At events like PAX Unplugged, people are increasingly seeking out solo role-playing games. Many tabletop gamers have reached the point where their shelves are filled with games that they may never find a group to play with. To address this, game designers have started incorporating solo play into their rules sets. They do this by creating secondary supplements, including solo rules as stretch goals during crowdfunding campaigns, or even including them in the base game itself.
Let’s take a look at three games that represent different approaches to including solo rules in their design. Free League Publishing created solo rules for its Nordic Horror RPG “Vaesen.” These rules, written by Per Holmström, provide a step-by-step guide for solo play. Players uncover the game’s mystery through rolling dice and using a deck of cards, which determine the outcome of their actions. This allows players to have a rich and engaging gaming experience even when playing alone.
“HUNT(er/ed)” by Meghan Cross and Dillin Apelyan is based on the classic hook and ring game. In this game, two players take on the roles of hunter and monster, competing to roll doubles and advance their token across the board. The winner then pulls a card with a prompt, pushing the story forward. The solo iteration of this game focuses on examining monstrosity and challenges the player to move along a scale of acceptance or denial. Elliot Davis, a writer who has also created his own solo games, wrote the solo rule set for “HUNT(er/ed).” This allows solo players to explore the game’s themes and story in a deep and meaningful way.
“The Zone” is a surreal play-to-lose horror game inspired by Jeff VanderMeer’s “Annihilation.” Unlike the previous two games, “The Zone” was designed from the beginning to prioritize solo play. It challenges players to navigate a quarantined, mutation-filled zone with card-based prompts guiding their actions. Each action requires drawing a “Not-So-Easy” card, which determines the outcome of the player’s choices. The game can be played by 1-6 people, but the solo rules allow a single player to control multiple characters.
The rise of solo tabletop role-playing games has provided a solution to the challenge of finding people to play with. Game designers have embraced solo play by incorporating it into their rules sets, allowing players to enjoy rich and immersive gaming experiences even when playing alone. Whether it’s through step-by-step guides, card-based prompts, or exploring thematic elements, solo tabletop games have become a testament to the creativity and adaptability of the gaming community.
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