Friday, September 10, 2021

DUNGEONS SOLO: A series of solo gamebooks to be played without preparation


Dungeons solo rpg cover

Since May 2021, I have been involved in writing the DUNGEONS SOLO series published by Doppelgänger Publishing. DUNGEONS SOLO is a series of "dungeon crawler" type game books designed for a single player without a game master.


The initial idea of DUNGEONS SOLO was to create "tool assited" solo rpg. Based on the premise that solo players sometimes have trouble structuring their scenarios (especially finishing them), DUNGEONS SOLO was supposed to offer easy-to-play adventures. The "tool-assisted" concept allows players to start the adventure without waiting. The rules are very simple to understand and the scenario is streamlined:

  • Each book includes a "dungeon" section that is fully scripted. The rules are self explanatory, the player can navigate the dungeon as he wishes and very often solve riddles or puzzles to progress.
  • The scenario is scripted. A bit like Fighting Fantaisy, some squares refer to paragraphs, some of which allow the development of the story
  • Finally, the final part sometimes proposes to continue the adventure in a free way

Another advantage is that each room is presented on a distinct page. Thus, you keep the surprise of the discovery.


Discover the complete line of Solo Dungeons on DrivethruRPG

 

The Rules

DUNGEONS SOLO series have been designed to offer a fast and furious game experience. The result is very satisfying because it provides a strategic dimension while being easy to use

  • Your character can recruit allies who provide him with abilities. For example, the archer allows him to use ranged weapons, a soldier gives him a +1 bonus on his attack rolls, a squire allows him to put on armor, etc.
  • The strategic side is really present. Some scenarios will be easier if you go with fighters, others being full of traps will require more thieves and rangers.
  • Each game book offers the possibility to recruit new characters with unique skills. Find the most optimized combination!

 

In combat, it's the "fast&furious" time:

  • if you attack, roll 2d6 (or more) and if you exceed the opponent's skill, you inflict 1 point of damage. If you exceed the skill several times, you inflict more points of damage. These rules are fun because they allow you to face mobs of monsters, which is pretty cool in my opinion. Never when playing a single character in Dnd would you be able to fight monster mobs. The only example I knew of was the fry dice from Scarlet Heroes - but very often that didn't allow a lone character to survive very long.
  • In defense, also roll 2d6 to try to outdo the opponent's skill.

Another interesting trick is the use of movement. DUNGEONS SOLO was designed to be played strategically. As long as the monsters haven't spotted you, you are in stealth mode and only the character moves. This rule allows you to play in ninja mode, to hide behind the walls, to "rush" on a monster to kill it silently...

 

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The scenario

The constraints we had to meet were twofold:

  • Each book had to stand on its own
  • The series of books had to form a coherent whole

Currently, 3 books have been released:

  • Goblins' Den: The character goes on an adventure to save his village from starvation after a very harsh winter. From a classic dungeon crawl against goblins, the storyline thickens as it reveals unexpected opponents.
  • Rescue mission in the Frozen Forest: As a consequence of the previous adventure, the character embarks on a rescue mission in a frozen forest.
    These first two books can be played independently. They both reveal a part of the background: there is a problem with the Winter.
  • The Tomb of the forgotten priest: in which the character joins forces with a disreputable individual to go and plunder a tomb. In appearance, cthis volume seems to be a transitional adventure where the general plot does not advance. But in reality, it is not and its impact will be determining for the continuation. Moreover, we learn more about the mythology (with a tribute to Mystara).

 

These first three books allowed to "open" the threads and introduce a background. The other volumes planned in the future will close these threads. It is expected that the background will evolve and move, if not towards a global conclusion, at least towards a new world balance.

 

What can we wish for DUNGEONS SOLO in the future?


Maybe a print version?
HS in the Chtulu background?
Personally, I hope that the readers will find inspiration and that DUNGEONS SOLO will contribute to the evolution of the solo rpg

If you want to discover the series, click on the links at the bottom of the page! 

If you like solo rpg, don't miss my last productions on dtrpg 

0 Dungeons Solo 1-The Goblins' Den Dungeons Solo 1-The Goblins' Den

The Wandering Knight SAALT - The simplest ruleset of the World

Find all my productions on drivethrurpg. No risk! Everything is free or in full preview.

Lunar Gin solo rpg

 

And more on the shop of our publisher

Doppelgnger Publishing

If you liked this article, you will certainly like RPG SOLO: Simulating Players #2 - Decisions
 

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