The Master of Puppets
The past few months I had trouble getting constructive solo plays. Sometimes, the system of choice was at fault, which is reasonable considering I was play testing their solo capabilities, and some weren’t suitable. Then it was the overall situation with the lockdown and everything (won’t go into details, others had it much worse). Then, the lack of a proper setting, or world building. I had some interesting one-shots using Ironsworn, Solipsism, quick dungeons, but nothing could make me return to continue the adventure. As everything went back settling to a new reality, and I was back to running traditional choices which I knew work, I still couldn’t get a flow going. I often had to push myself through the session. I was afraid I had hit an overall solo burnout, an enemy I would not wish to see.
But then something happened. As I was trying another new solo play, everything fit together nicely. I could ask the right questions and was eager to find out what would happen next. So before going further with the session, I paused and asked myself, what did I do different this time? (and I also noticed it’s what I had done in my first adventures).
So, I did not try to generate an adventure. No random events to get everything going. No seeds from an online generator. No cards with descriptors to point me somewhere. No, instead, I discarded completely my GM side and focused on my Player side. My player had an objective, and I actively tried to make it happen. There it is.
In my failed solo attempts, I tried so many times to view everything from a GM perspective and used a multitude of tools to get creative juices flowing, and it was okay until that point, but when I tried to have my player act through it, it just wouldn’t work. I hit mental blocks. It’s as if my Player was waiting for the GM to drive the action.
Almost all of the social TTRPG GM material is focused on how to make adventures and worlds and how to have the players run through them. Some GMs railroad the players into the story, others don’t need to as the players get the necessary signs and play through the story. In the solo community, traditionally we use those same materials to generate solo adventures, and here’s the catch. When you’re the same person running those sides, you end up testing how will your protagonist react to what you throw at them as a GM. It’s like puppeteering! The protagonist ends up being an empty shell, even if they have motivations, objectives and emotions. Because you ask, what will they do if the story goes X way?.
Protagonists in RPGs aren’t meant to be puppets. They are meant to act, not react. We play these games to be knights vying for glory! wizards trying to find immortality! rebels trying to overthrow galactic empires! These are not everyday people waiting to see what fate has in store for them, they make their own fates! Sure sometimes fate will strike back, but when they defeat the adversities, they get back on their task and find a way to do it.
The knight heads off on her own to find the orc chieftain and challenge them to combat, the wizard goes to the library to find forbidden texts on necromancy, the rebels spread pamphlets to call the workers on strike!
So instead of waiting for the Gamemaster to be a Puppetmaster and be the driver, be a Player and go do what they have to. Have the oracle react to your protagonist, not the other way around.
Closing I would like to note that this is a personal experience. What works for me might not work for someone else, even more so in solo play. But, who knows? Maybe there’s a lesson here for social TTRPGs as well.
Corey Mayo 9:27 pm on June 22, 2020 Permalink |
I can totally understand this. I’m running out of steam on an Ironsworn campaign after about 12 chapters and I’m realizing that part of the issue is my hero is being pulled by the story instead of pushing the action herself. Her main quest has been sidetracked two–and now three–times and it’s starting to feel too much like the star of the campaign is the Action/Theme Oracle, not my hero.
I think I need to channel my frustration into the character and have her act accordingly…
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Lipe 4:15 pm on June 23, 2020 Permalink |
Actualy the way you are playing now AWAYS was The “correct way”. Before you was playing with you character like a NPC. I thinc you have choose a side, or you is a GM tha control the history only by yourself, and the Oracle control the character or reverse way. Never let the Oracle co trol the both slides
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Manfred 10:50 pm on October 2, 2020 Permalink |
Hi,
really enjoyed your post, I have felt exactly the same way, as you described it in your first paragraph.
Can you give a practical example of how you changed the solo game mechanics to enable you to “switch sides”? Did you use the oracles differently, and if so, how? Did you ask different questions? What else did you do differently? Thanks!
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giorgis 11:57 pm on October 2, 2020 Permalink |
Hi,
Thanks!
So, a good example would be my tale of Dash Kile. This is a rebel agitator in the Star Wars universe. The most obvious way to start my adventure, would be to go to an adventure generator and try to fit my character in there. Say, an incoming imperial shipment of arms that needs to be destroyed, or information that must go to the Rebel Alliance.
If I took this approach, I’d have all the problems I faced in the past. Instead I discarded entirely this train of thought and asked myself the question “what does Dash want to accomplish?”. So he’s a young rebel agitator, not very much connected, so he wants to hurt the imperial, but he has to start small. Dash needs more information, so he asks contacts in the local cantina. A failed skill roll leads the adventure on it’s own path. Once the scene ends, I still want Dash to act. He really wants to do something against the imps. So after spending some thinking, I decide, or you could say Dash decides, that an insulting prank to the imperial security forces would be the next thing to do. Again, I avoided turning into an adventure generator or a random event tool.
In general, I would say, that whenever your adventure is at pause, ask. “What does my PC want to do? What is in his best interest considering the situation?” This is not an oracle question, it’s something you ask and answer yourself.
If I could have an analogy as a social ttrpg, it would be a game where the GM told you “I have nothing prepared. Let’s play and make stuff on the way. What do you want to do?”
Hope this helps! Feel free to ask more if I wasn’t clear.
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Manfred 1:54 pm on October 3, 2020 Permalink
Hi,
Thanks for the prompt reply and the detailed example, much appreciated! This makes it a lot clearer. Will try it out in my next session.
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