I'm reading the Desolation RPG pdf. I'm liking what I'm reading. This roleplaying game system uses a dice pool mechanic and, thus far, the system appeals to me. I'm also perusing Scarlet Heroes for any tres-kewl mechanics or ideas.
Thus far in my mental meanderings as I continue reading, I like the simplicity of Tiny Dungeon's combat system, the Fray dice mechanic from Scarlet Heroes, and the dark fantasy, post-magicolyptic vibe of Desolation.
I want to be able to solo-play with a system crunchy enough to satisfy my itch, but of sufficiently low complexity that I don't find it laborious to use. It's still early in my reading, but thus far [i]Desolation[/i] fits the bill. In addition to searching for an RPG, I've also been reading a lot of blog posts in recent weeks regarding rulesets for solo-play. I've perused DM Yourself by Tom Scutt, and am considering purchasing The Solo Adventurer's Toolbox by Paul Bimler.
The following text quoted from the Desolation core rulebook captures what would be an appealing setting for me, for solo adventuring:
Violence is a reality of life for most survivors of the Night
of Fire. Laws once existed to protect the innocent, but
they are gone — along with the nations that gave
birth to them. Criminals of every ilk roam freely or set up
their own kingdoms via intimidation and steel. Experienced
soldiers fight over the scraps of civilization, and even the timid
have been transformed into warriors through desperation. But
other survivors are not the only threat. The Weave has twisted
creatures into crazed beasts with innate magical powers. Even
the land, sea and sky seem to be fighting against survivors, with
natural disasters occurring more frequently than Before.
Here are aspects I know I want to include in my solo adventuring:
- combat
- some form of dice pool mechanic
- post-apocalyptic fantasy setting (think Desolation)
- low-magic due to eldritch holocaust (think Desolation's Night Of Fire)
- a way to invest power into items without enchanting them
- the Night of Fire twisted some creatures into crazed beasts with innate magic
- some amount of dungeon- and hex-crawling
As I continue preparing for a solo campaign, I'm doing quite a bit of Googling and reading. Today, I've been reading some interesting things over on the Cannibal Halfling Gaming blog, about various games that are Powered By The Apocalypse. I really need to grab a copy of the core PbTA rules.
For possible inclusion in my solo campaign (taken from Good Strong Hands):
A failure earns you a box on the Skill track as you learn from your mistakes (XP for failure, pretty typical). A success earns you a box on the Spirit track as you’re bolstered (Spirit recharges pretty quickly, good to know). A success with a boon earns you a box on the Shadow track, as the Void takes notice of your heroics...
I continue journaling my journey toward a solo campaign here.