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Neural Foundry's avatar

Really smart observation about how procedures and moves need to work together rather than moves alone doing all the lifting. That procedural pressure (food, coin, curses needing temples) creates necessity without feeling arbitrary, which is the tricky part. I've seen too many solo engines that either railroad with forced next steps or leave you dangling with "introduce complication" nonsense that just shifts all the work backonto the player. The distinction between generating momentum and creating busywork is way narrower than most designs acknowledge.

SOLOtude's avatar

Great article, thanks for sharing!

I've definitely come up against the issues you raised in other games. I've played Pathfinder 2e solo using Mythic GME 2e with limited success in the past and the main challenges for me were 1) the amount of bookkeeping required, 2) maintaining momentum particularly with failed rolls where often the outcome is "nothing happens", and 3) balancing positive and negative outcomes in a way that felt 'fair'.

I actually started hacking PF2e into a dice pool system based on Neon City Overdrive system early this year but shelved the project. I haven't heard of Adventurous before but looking at it now, it seems to be very close to what I had in mind so I will definitely be interested to check it out once the solo rules are available!

Are you alluding to Ironsworn when you refer to moves in other games not having clear, explicit outcomes? I think Ironsworn move outcomes are a perfect balance of specificity and creative freedom for a narrative-first game. Ironsworn is about narrative exploration rather than mechanical challenge, so outcomes are less about what's 'fair' and more about what's 'fun'. What outcome drives the story forward in a way that is exciting? I also don't have an issue with the moves pointing forward to other moves in a way that feels gamey because of the Ironsworn design principle to always sandwich the mechanics with fiction (Fiction > Mechanics > Fiction).

Saying that, with OSR games the lethality, resource management, the constant risk, is what makes them fun. So how much damage is done on a weak hit or miss, whether that be climbing a perilous cliff or navigating a rowboat through fast-flowing waters, is important because that's the difference between life and death for a character. In OSR games I'm usually playing to see how long the character survives, rather than to explore a specific narrative with a specific character. So having specific consequences is important otherwise it undermines the principle of OSR. The challenge then is, how do you have consequences that are specific whilst also ensuring that any failure the characters experience has a corresponding consequence that makes sense and doesn't feel repetitive (e.g., you can only 'lose an item' so many times before your character starts to seem like they have butterfingers)?

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