Do One Shots Works in Solo RPGs?
And a whole bunch of game recommendations | The Lone Toad Newsletter
Here at the Lone Toad, we like to try out new and varying bits of content, to change things up and to see what you like. In what I'll be calling a One-Hop (someone please stop me), I will plop down my thoughts on Solo RPGs in shorter and sharper newsletters.
Do you like the new format? Is it all you've wished for in your life? Or is this a deep disappointment and betrayal? Let me know!
Today's question is…
Do One Shots Works in Solo RPGs?
Let's start out with the obvious point: What is a One-Shot?
In traditional RPGs, a One-shot is a delicious morseal of TTRPG that can be completed in one session. For this to be done, the RPG or adventure designer has to allow for rules explanations, character creation, story introductions, a meaningful amount of playtime and a resolution to the story. All this should happen in a session of 2ish to 4ish hours.
It's a big ask, and there are some natural pitfalls.
If it's a complicated game system, can you explain the basics quickly and effectively?
What if character creation takes too long? Pre-gens are an option mostly used.
What if the players don't buy into the story? If the one-shot is about dungeon diving and the players want to drop into the local town and beat up the raccoon shopkeeper for protection money, the GM may be in for a bit of a rough time.
But the biggest issue is, what if the story isn't resolved in the session time?
If you've played RPGs long enough, you'll have come across a One-shot that ended unsatisfactorily because there wasn't enough time to finish it. If it's a private group, you can just schedule a time to come back in a week and finish it (the mythical Two-Shot). But if it's at a convention or some other public event, if you run over time, the one-shot just ends. The story never resolved. Kinda sucks.
This frog once played in a Star Wars (WOTC version) one-shot at a gaming convention. We were having a great time, but we quickly came up to the end of the 2-hour block of game play, and the GM was doing their best to rush us through the climactic combat.
Well, with 5 players who were not 100% clear on the system and our character stats, it was just taking too long. The players for the next session were gathered around the table, impatiently waiting to take their seats while we furiously rolled our d20s and damage dice, looking for hits and high damage.
Once we eventually prevailed, the GM was like 'ah cool, you won. Thanks and bye.'
What is a Solo RPG One-Shot?
So this isn't as simple for a solo RPG, since any player can pick and choose how they want to play, and a player can easily come back to a game when they have time.
But for the sake of this Newsletter, a Solo RPG one-shot is a self-contained game that can be picked up, read, learnt and played within that 2 to 4 hour timeframe. Once it's been played, it can be put to the side, completed and finished. (Of course, you can pick it up again when you want to).
Note for Solo RPG designers - I think there is a strong market in Solo RPGs for a Game Session replacement game. A game that can be found, downloaded, learnt and played when a player finds out their traditional group session has been cancelled.
Back to the starting question: Do One Shots Work in Solo RPGs? Let's talk about some of the benefits.
Self Contained Stories - A Solo One Shot can drop you into an extreme situation or the dramatic point of a story. This can help solve one of the main issues with Solo RPGs, player motivation to get into or continue the story.
Quick Game Play - I love my epic Solo RPGs such as Ironsworn. But they are built for long-term play, and I understand that may drive off some players. Instead, a solo One-Shot can be completed in a session.
Rules Sharpness - Not to be confused with rule simplicity, a sharp rule set is one that is intuitive, well designed and well play-tested. There is normally depth to these systems but it can also be picked up after a quick read of the rules.
But what about...
Replayability - Yes, these One-shot type games may be less replayable if you are concerned with that (I am not). The story may be the same if played again. But I ask you, have you never rewatched your favourite movie? It's all the same as the first time you watched it, but you experience it differently and appreciate it more.
Bang for my Buck - You may look at things as a dollar (or whatever your currency is) per hour played ratio, or dollar per page count or something. Instead, I look at things as experiences well enjoyed, and I'm happy to pay for an amazing 3-hour experience over a 200-page solo RPG I'll never get around to reading and bring to the table.
Tip for Solo RPG Designers - Consider marking your Solo RPGs as One-shots and providing a playtime estimate if appropriate so I can spot your cool games!
What are some good Solo RPG One-Shots?
Eleventh Beast by Exuent Press - Check out the recent review I did. It fits the above perfectly, and I highly recommend it.
Princess with a Cursed Sword by Anna Anthropy- A shorter journaling game built to be played in half an hour. Write your own fairy tale!
Or Try a Croaker RPGs game!
I’ve made a few games that fit the one-shot category.
Zorg! - Enter a dungeon and try to save the frogkin family!
Night Terror - Where you enter your own mind to defeat a mad sorcerer you pissed off.
I Come From a Land Down Under - My first and (arguably) best game. It’s a solo journaling game of desperate survival in a cruel post-apocalyptic Australia.
Do you have a favourite Solo RPG One shot? Leave a comment and let everyone know!
That’s it for this week’s One-Hop (again, I need help)! I hope you enjoyed the new format, and until next time, Toad Warriors!
OH BOY. I have thoughts!
One shots are absolutely astounding for world building. I have a giant sci fi setting that most of my games take place in. I actually pulled the idea from Artefact/Bucket of Bolts but Jack Harrison. Somewhere in there is an almost throw away line that basically says, "feel free to use this as the background story for a legendary weapon you give you players in another RPG."
So my setting is an almost Battlestar Galactica/Humanity cast out to the stars in a large fleet kind of thing. I can run so many games inside this setting. Iron Valley hack of Ironsworn? Thats the ag ship. Wanna dive into the ship docs life for a day? Apothecaria. Run into an abandoned space station infested with creatures? Mothership gotchu. Alien planet with some ancient alien tech? Across Thousand Dead Worlds. Shipbreakers? Deadbelt. So on and so forth. Maybe its Death in Space arc that plays out in the setting as a found footage thing.
Most of the "bigger" RPGs I'll play in arcs, with a one shot in between arcs. It cuts down a LOT of trying to interpret oracle's and prompts for things, or can give a better starting point.
Amazing post! I've been thinking along the same lines, and designing systems for playing one-shot adventures like this.
I've just posted an article inspired by your post, where I describe how I approach playing minimalistic solo one-shots (and share an "actual play" example of an adventure I've recently played):
https://rpgadventures.io/post/atomic-adventures
Also, I've recently made a one-page game that is a great fit for one-shots like these. It's called "The Perfect Heist", it is about being the best thief in the world, and going on heists to steal things - for yourself, for hire, or to help those in need. It fits on one page, and can easily be learned and played in 30-60 minutes:
https://rpgadventures.io/the-perfect-heist.pdf