Weasel | 16 Aug 2014 2:41 p.m. PST |
As a solo gamer (full or part time) what are your priorities in games? Decision making tables for the "AI" ? Random events and factors ? Mission generators ? Something else entirely? |
MajorB | 16 Aug 2014 2:55 p.m. PST |
Something else entirely? I just play the game. No need for any quirky extras such as decision making tables for the "AI", random events and factors or mission generators. |
tkdguy | 16 Aug 2014 3:32 p.m. PST |
A reason why the two sides are fighting. Also, the date and location of the battle. |
Mako11 | 16 Aug 2014 3:36 p.m. PST |
I like all the above, and just to be able to put something on the table, and have a little fun, when I don't have time to game with others, or can't convince them to play. I find making tables for the opposing AI, as well as mission generators, random events, etc. to be entertaining on their own, and to add a bit more flavor to the solo games. |
TiberiusAugustus | 16 Aug 2014 4:16 p.m. PST |
Decision making tables for the AI. Which is why im a fan of THW |
20thmaine | 16 Aug 2014 4:34 p.m. PST |
Generally the game will emphasize one of those features depending n the mood I'm in / whatever prompted the game. Sometimes I want no control of events once set in motion, and sometimes I want to see how unforeseen events (chance cards/tables) can upset otherwise good plans – and also how extreme they need to be. |
Coyotepunc and Hatshepsuut | 16 Aug 2014 4:43 p.m. PST |
Small playing area… 20"x30" or 24"x24" are great playing areas for solitary skirmishing in my book. |
D A THB | 16 Aug 2014 10:03 p.m. PST |
I find that a plan that each side is supposed to follow helps no end. |
GoGators | 16 Aug 2014 10:38 p.m. PST |
Time to play. Severely lacking for me. Fun. |
Thorfin11 | 16 Aug 2014 11:22 p.m. PST |
For me, there are two approaches to solo gaming that I enjoy. The first is where I play both sides using "normal" rules to develop a fun battle narrative. So as well as being the leader of both sides I am also the journalist reporting on the action. I generally find that card based activation generates the most tension and enjoyable narrative for this so it's no surprise that rules like Foundry's "Rules With No Name" and TooFatLardies rules are my favourites. The second approach is when dedicated rules or mechanisms put me right in the boots of the commander of one side to provide me with "unilateral" tactical challenges and surprises. I like it when both the rules and my perspective are very much "what are the tactical decisions that a leader of one side faces". Two rulesets that do this well for me are the original "Ambush Alley" and "Chain Reaction". I enjoy both approaches but prefer the second. I often tinker with rules, especially solo mechanisms and I think we worry too much about the enemy AI behaving exactly as we think they should – reading battle memoirs, especially for skirmishes, it is apparent how confusing the action is to individuals on the ground with enemy appearing here, disappearing there, smoke, diving for cover, taking fire from an unseen enemy, being charged from the bushes and suchlike. This leads me to like rules where the enemy can come into sight of my troops from various places and also where I do not know the composition of the enemy until I have seen/spotted them. |
clifblkskull | 17 Aug 2014 7:02 a.m. PST |
I like to make the battle noises ;) I do like solo gaming and usually do storyline to set it up Clif |
Green Tiger | 17 Aug 2014 10:54 a.m. PST |
Simple rules. When you are playing both sides you don't want to be rolling loads of dice or constantly referring to rules. Historical context and command and control rules are sufficient randomisation for me.,. |
Herkybird | 17 Aug 2014 11:22 a.m. PST |
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Tekawiz | 17 Aug 2014 9:56 p.m. PST |
THW rules are the most innovative solo rules with: Reaction Tables NP Movement Tables PEFs Circles/Town rectangles in the RPG rules. |
Weasel | 20 Aug 2014 9:44 a.m. PST |
The points about simplicity make a lot of sense. If you're handling both sides, it's easy to miss out on stuff that either player would have remembered under normal circumstances. |
MichaelCollinsHimself | 25 Aug 2014 2:22 a.m. PST |
I think the aim, if possible, should be to achieve results with simplicity. But I also believe that some depth is needed if rules authors are to provide the gamer with good value for their money. Details should not be over-stated and to a good extent, rules should be applied at the lower levels; determined by the appropriate SOP`s for the periods and armies concerned. I suppose, as a soloist with no one to object, one is at liberty to take the most comprehensive of rule sets and ignore the details if they appear to get in the way? |
Tacitus | 31 Jan 2015 1:04 p.m. PST |
I like fluff. Give me a great story, then let me play it simply, dust off my boots, and move on in a campaign. |