It's been a few months since I started playing miniature games and RPGs solo, and so far I've tried a bunch of different systems and read many blogs (mostly Solo Nexus and other blogs linked from there) and discussion groups, all filled with great ideas. The goal of this post is to sort out my thoughts and experiences, specifically on playing miniature skirmish games solo.
The basic approach
The most basic way of playing a skirmish solo is to set up two "evenly matched" forces and play both of them the best way you can think of. You can play most skirmish games this way although some will require adaptation when they rely on hidden information (for instance, placing face-down order markers for each unit.) The problem with this approach is that it gets old fast, but it's still good to learn the rules of a new game. If you play this way, the main goal becomes observing how the battle turns out, rather than "winning" the match.
Uneven scenarios or "War isn't fair"
One step above the basic approach is the idea of setting up a scenario with a noticeable inbalance between forces. As you become familiar with a game system, you get a feeling for matchups that are unbalanced but interesting to play out. You still play both sides the best you can but now your goals will probably involve trying different strategies. How aggressive can the stronger force be without risking victory? How much damage the weaker force can cause before being defeated, or how long can they hold their ground? Even if you keep the "kill each other" goal for these scenarios, the uneven forces or the "unfairness" of the battle bring new questions to the table.
Alternative goals
Often combined with the uneven forces approach, in this case the goal of defeating the whole enemy group gets replaced (or complemented) by something else. Common ideas include defending a region for some time, passing through a number of regions of the table, crossing the table from one edge to the opposite, stealing an item or rescuing a prisoner, eliminating or protecting one specific figure.
Random events
One problem with solo games, especially when playing both sides of a skirmish, is predictability. In my opinion, that's the main reason why solo players like activation rolls or card-based actvation systems. There is ample discussion on why such mechanics are good to model "fog of war" and uncertainty in the battle but in the end, making the game less predictable adds fun, in the absence of a human opponent. One approach consists in making a simple scenario with specific goals and then adding random events to "spice up" the game by adding new forces, ambushes and so on. Random events are usually checked at the end of each turn, or when specific values are rolled on dice during play.
Autonomous behavior
At the top end of the scale in terms of sophistication are the systems involving autonomous behavior for the opposition. From what I've seen in games, the great advantage of autonomous behavior systems is allowing the player to focus on one force and play against the opposition, rather than ultimately taking the role of a neutral observer (when playing both sides.) As such, these systems have two main goals: reduce predictability and avoid the need for the player to make arbitrary decisions where he could (even subconsciously) favor his force in the game. Systems for autonomous behavior range from general guidelines on the behavior of enemy forces to decision tables for every possible action.
The role of narrative
Narrative has an important role in solo gaming. It adds meaning and purpose to the battles and it is yet another way to compensate for the lack of a human opponent. A basic "kill each other" solo game is made more interesting if you view it as the report of a historical battle (even if it's in the history of a fantasy world.) Adding description and features to miniatures (at least the leaders of each force) makes them feel more relevant than if they were generic troops. Making a character's tactical decisions based on their personal goals may also add variety to the game.
Campaigns
An extension of the use of narrative is the creation of campaigns of linked games involving the same group of characters. The appeal comes from the narrative interpretation of an ongoing story and empathy with the characters that are part of it. Since the player guides one of the forces through the campaing, autonomous behavior and random events are usually adopted for the opposition.
Conclusion
This is a summary of things I've learned so far regarding playing solo skirmish games. As a nice post in Solo Wargamer puts it, flexibility (in form, rules, goals and time) is possibly the greatest appeal of solo play.
Sunday, September 11, 2011
Friday, September 9, 2011
Review: All Things Zombie
The last zombie game in my playlist is All Things Zombie (ATZ), from Two Hour Wargames. It is based on the Chain Reaction system that can be obtained for free at their website, with modifications and additions to suit the zombie survival genre. That said, ATZ is a standalone book, there's no need for reading Chain Reaction beforehand. In this post I'll keep to a capsule review of the printed (or in my case digital) matter. Playtest reports will come soon.
Content: ATZ is a 92-page PDF that includes the rules for the game, definitions and behaviors for the different types of survivors and for zombies and rules for campaigns, starting at the outbreak of a zombie apocalypse and onwards. There are two expansions to the game but I'd say that the basic book has enough to keep you busy for quite a while.
The book is organized in several chapters and sections. The introduction presents an overview of the game setting and the reaction system. "Getting started" is about building your group of survivors, gang members or soldiers. "Rules of war" presents the game system: turn structure, actions and reactions, movement, combat, vehicles and buildings. The self-explanatory "Zombies" chapter contains all the rules for the living dead. Then come a few sections presenting a generic encounter system and three introductory scenarios which are good to practice the rules. The book wraps up with a comprehensive campaign system and the "Top Secret" chapter that won't be discussed to avoid spoilers.
Presentation: the book has color front and back covers and greyscale interior pages -- except for two color pages advertising some miniatures at the end of the book. The visual style isn't very different from the Chain Reaction 3.0 book, so you can check that out to see what the book will look like. Although the text is set in two columns, the font type may allow for booklet format printing (I particularly like printing rulebooks this way, to make them easier to carry around or leave them lying on a corner of the table while playing.) The book includes quick reference charts, summary and index, although neither have hyperlinks.
Writing: the text follows the same informal, conversational tone from the Chain Reaction 3.0 book, which makes it a good read. It is also more clear than the Chain Reaction book. For instance, there are more examples for the reaction tests that make them easier to understand.
Solo-friendliness: ATZ directly supports solo play through the Chain Reaction system. In fact, the text refers more often to solo play or cooperative play (which uses the same rules, only with control of the survivors split among players) than competitive play. In all cases, zombies are run by the game rules, not by a player. For these reasons, I'd say that ATZ is mostly geared towards solo gaming, and there are many battle reports to be found on the web that seem to confirm that.
Conclusion
All Things Zombie is a great effort at creating a niche product. Until the release of 5150: New Beginnings, I believe it is also the most recent book from Two Hour Wargames with rules fine-tuned to campaigns with a "role-playing" feel.
Content: ATZ is a 92-page PDF that includes the rules for the game, definitions and behaviors for the different types of survivors and for zombies and rules for campaigns, starting at the outbreak of a zombie apocalypse and onwards. There are two expansions to the game but I'd say that the basic book has enough to keep you busy for quite a while.
The book is organized in several chapters and sections. The introduction presents an overview of the game setting and the reaction system. "Getting started" is about building your group of survivors, gang members or soldiers. "Rules of war" presents the game system: turn structure, actions and reactions, movement, combat, vehicles and buildings. The self-explanatory "Zombies" chapter contains all the rules for the living dead. Then come a few sections presenting a generic encounter system and three introductory scenarios which are good to practice the rules. The book wraps up with a comprehensive campaign system and the "Top Secret" chapter that won't be discussed to avoid spoilers.
Presentation: the book has color front and back covers and greyscale interior pages -- except for two color pages advertising some miniatures at the end of the book. The visual style isn't very different from the Chain Reaction 3.0 book, so you can check that out to see what the book will look like. Although the text is set in two columns, the font type may allow for booklet format printing (I particularly like printing rulebooks this way, to make them easier to carry around or leave them lying on a corner of the table while playing.) The book includes quick reference charts, summary and index, although neither have hyperlinks.
Writing: the text follows the same informal, conversational tone from the Chain Reaction 3.0 book, which makes it a good read. It is also more clear than the Chain Reaction book. For instance, there are more examples for the reaction tests that make them easier to understand.
Solo-friendliness: ATZ directly supports solo play through the Chain Reaction system. In fact, the text refers more often to solo play or cooperative play (which uses the same rules, only with control of the survivors split among players) than competitive play. In all cases, zombies are run by the game rules, not by a player. For these reasons, I'd say that ATZ is mostly geared towards solo gaming, and there are many battle reports to be found on the web that seem to confirm that.
Conclusion
All Things Zombie is a great effort at creating a niche product. Until the release of 5150: New Beginnings, I believe it is also the most recent book from Two Hour Wargames with rules fine-tuned to campaigns with a "role-playing" feel.
Wednesday, September 7, 2011
Qwik game board
Today I finally found time to build a game board for Qwik. I drew it on a 1mm thick sheet of cork and glued it to thick cardstock using spray glue. Then I made two sticks with toothpicks and glued them to small bases, also made of cork and cardstock. Here are the results.
Each cell is 2"x2" which is more than enough for three 20mm square bases (you can have at most three figures in a single cell in Qwik.) In this shot I have placed three figures with round 22mm bases (don't ask) to show this.
Now I plan on creating a set of figures in 20mm scale for the Qwik teams, and a marker for the "bean" that I can place over the qwik's base when he's carrying it, or on the ground when it's dropped.
Each cell is 2"x2" which is more than enough for three 20mm square bases (you can have at most three figures in a single cell in Qwik.) In this shot I have placed three figures with round 22mm bases (don't ask) to show this.
Now I plan on creating a set of figures in 20mm scale for the Qwik teams, and a marker for the "bean" that I can place over the qwik's base when he's carrying it, or on the ground when it's dropped.
Sunday, September 4, 2011
Supply Run
This is a battle report based on the Wasteland Wanderer solo scenario that I posted some time ago. I created a party consisting of two humans, a mutant and a robot. Here you can see, from left to right, Pink (Q4+ C3, Free Disengage, Telepathic Scream) equipped with a pistol, Ella (Q3+ C2, Savage) equipped with an electrical gun, Jones (Q2+ C2, Savage, Leader) equipped with a laser gun and laser-reflective armor, and MX40 (Q4+ C4, Artificial, Superior Software) equipped with an embedded power fist. They are carrying 9 energy cells and 6 food points.
The Journey
The trip from Dust, a small settlement in the wasteland, to Mart takes about three days. It's dangerous as there aren't any fixed settlements or patrols in between, but the survivors must make it from time to time. After all, Mart is on the trade route from the merchants that come from the north and south, which means it's the nearest place they can go to find any goods we need. Which in this case are medicines.
The Journey
Thursday, September 1, 2011
Zombies and Implants
Cyber Zone and Zombie Apocalypse are the two expansions to the New World Disorder skirmish game. The first introduces implants and other enhancements, and the other, well... zombies. In an interesting twist, implants in Cyber Zone are not only the domain of tricked-out soldiers of fortune. In a future of advanced medical procedures, a low-grade robotic replacement may be the cheap alternative for the less fortunate.
I decided to combine both supplements in a single scenario, influenced by the ones provided in the expansions. Here, a gang of cybernetically enhanced humans must enter an area infested with zombies to retrieve credit chips stored in old terminals. They can sell the credit chips to a fence who provides them to people looking for untraceable money. To retrieve the chips, a character must stand next to a terminal and perform a |brains 4| test. On a failure, there's a 50% chance that the terminal will self destruct its circuits. If it doesn't, the character may try again with another action.
I decided to combine both supplements in a single scenario, influenced by the ones provided in the expansions. Here, a gang of cybernetically enhanced humans must enter an area infested with zombies to retrieve credit chips stored in old terminals. They can sell the credit chips to a fence who provides them to people looking for untraceable money. To retrieve the chips, a character must stand next to a terminal and perform a |brains 4| test. On a failure, there's a 50% chance that the terminal will self destruct its circuits. If it doesn't, the character may try again with another action.
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