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Brian Newton's avatar

Interesting discussion! Folks I've talked to and I about this exact same concept break things down a bit differently. In my mind all of these games have the potential to be the "traditional RPG", they just emphasize different components for telling stories. We usually break it down as three main mechanics that are used currently in solo roleplaying for story generation:

1) Self-journaling/self-authoring

2) Random Table event generation

3) Choose Your Own Adventure pre-written narrative

Most Solo RPGs use one or all of these. Random table generation can include Oracles, to event tables, but there's some element of "roll on a table, which gives you a prompt that you react to and continue playing". Self-Journaling/authoring is any time the game expects you, in order to progress, to provide the content of what happens in the game world. And Choose Your Own Adventure is where the narrative is fleshed out and pre-written and you are more just choosing paths.

We as a group are not as big a fan of "self-authoring" games as we play RPGs to explore worlds and yet, because asking the player to make up what happens next (perhaps with prompts), is the most straightforward and flexible way to do it (popularized by the Mythic GM Emulator), it's done everywhere. But there are a number of examples that are narratively rich, but don't require players to invent the world and narrative, from Solo RPG gamebooks to board games that approach a Solo RPG experience like Hexplore It or 7th Citadel. Or you have very random table generation heavy approaches, but which are very thematically rich such as Alex T's games from Black Oath Entertainment or perhaps Five Leagues from the Borderlands by Ivan Sorenson. The division for me is more about the way the narrative is achieved than simply how complex/gamey the mechanics are (which is more where 4AD lands for me).

Appreciate the thought process and discussion though!

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Wash's avatar

I since I have more game pdfs than I'll ever reasonably play, I find categorizing them to be beneficial for me. I tend to keep my pdfs categorized for ease skimming and picking one out based on vibes.

Folder tree:

Dungeon Crawlers

> roll and write

> skirmish game (5 parsecs, Hametsu)

> simple dive (korg, RIG/RUNE, Notorious) (mostly just rolling dice and keeping score but not as restrictive as roll and writes)

Dedicated Solo:

> journal games (Thousand Year Vampire, Apothecaria, Lost and Found games, Wretched and Alone)

> RPGs (Ironsworn, Ion Heart, Citizen Sleeper)(more free form or similar to tradition group RPGs compared to journal games)

Social RPGs

> Dedicated Solo modules (Dragonbane, Stoneburner)

> GMEs (basically just Mythic GME plus a LOT of randomn tables I've collected over the years because I honestly don't like 90% of GMEs. I find them too restrictive. I like pulling tarot/oracle cards to the point that I have a this Frankensteined deck that takes the place of fate rolls. But I do like harvesting idea from Mythic and their magazines.)

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