Solo roleplaying games should have one end in sight, one constant beacon on the horizon, one simple guiding principle: play itself.
This sounds pretty obvious, after all we’re talking about games here, right? You know, games, those things you play. But the reality is that the act of running a solo game can be a strange, stop-start mix of immersion, improvisation and rules-referencing, not to mention note-taking. Every one of these ingredients in our gameplay punch can throw up snags, frustrations, things that potentially get in the way of play.
If you play a tabletop game all by yourself and don’t make any notes, did it really happen? It’s a resounding yes. Play is not note-taking, but note-taking can be potentially a big part of the way you play.
Given…
