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I think you are quite right - because telling particular stories is very often part of solo gaming (even a premise that drips of sandbox play, such as "I want to play a star-faring sorcerer who travels to various worlds to collect alien species" is to wish to tell a story). I wrestled with that paragraph many times before I gave up and put it in as you see it above. Looking forward to more of these! Reply Delete Going back to your point that all solo rpg's must also include some level of GM decision making, how can it not steer the course of the story in terms of choosiness and a degree of control? Is there a line between too particular or just right to distinguish crafted fiction from a solo game?
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I play to see how these things may mix, which will still produce surprising twists along the way, causing the same astonishment and frustrations you mention. The extent to my demands on particular-ness is irrelevant. I sure as hell don't want to actually write a short story or novel, because that's not a game at all, and I have complete providence over all aspects.Įven though my particular story may only be a setup, I can also have a sometimes extensive shopping list of things I want to check off, including particular baddies, interesting locations, compelling themes and issues. However, I *do* want to tell particular stories, and doing it as a solo exercise perhaps allows me to do that more than in a social situation because group consensus and compromise is a non-issue. A little something that I react to here is the idea that telling particular stories is not what a solo rpg experience is about.and to take your point to a extreme.that sandbox play is what one should emulate in solo rpg's.