I have been looking for a solo adventure system for Space Hex that will provide the kind of experience I got with Chaosium’s Alone Against the Dark.
The Solo Investigator’s Handbook has a different method of Solo adventuring.
I have mixed feelings about this type of keeper or GM emulator, but one point I find interesting is the system provided uses time as a mechanism for point crawling.
This is because it uses a journal with emphasis on time instead of using Hex locations and random events.
Time is typically the most important element to an investigation, especially when it comes to the mythos.
Space Hex however isn’t a game designed specifically for investigating a mystery. Although a investigative scenarios are part of the game.
There is a difference between robotic artificially intelligent machines and authentic life forms that intended to imitate a natural life form.
Synthetic life forms have many social and cultural implications to world building. In some empires the technology would be prohibited on moral grounds and others because of political scandal. However, some would embrace the technology – especially for foreign espionage.
Space Hex isn’t specifically being designed to be Heroic or Epic. Although I like the idea of characters being bound to a morality with existential implications. That is their actions are the cause of effects in the future.
I also like the commentary on Villains being unbound by morality but not by the effects of their actions, as well as the implications that good and bad face off and the good over comes the bad.
I just don’t think a roleplaying game is better when you play heroes or villains or you have a universe of contrasting good and evil. Although this contrast is inspiring in poetry, books, and movies.
Here’s why – tabletop roleplaying games are a tactical game where the entire story is told through the lens of the players characters. There are no cut scenes so if there are NPCs up to no good the players can see the effects but not necessarily the rest of the story.
Its like having the players followed by law enforcement or intelligence operatives. It only matters if the players know and make a choice that unfolds a story. Otherwise it’s a meaningless plot element.
One of the things that I like about playing Traveller is that the Stats are meaningful – well at least three of them. Strength, Dexterity, and Endurance are your hit points and when two out of the three stats are zero your character is unconscious and when all three reach zero the character is dead.
Otherwise Bob the world builder is right in that what people actually use is the stat modifier to play D&D. Likewise the Stat modifier is what Traveller uses to make skill rolls and so this is the most useful part of the stat.
Although when you roll 2D6 for a stat the average numeber is 7. With a stat between 6-8 the modifier is +0. For the average character this makes Intelligence, Education, and Social of no real use to the the Player.
Like if the three stats didn’t exist it would make no difference to game play for that character.
What I do like about the system though is at least a 2D6 provides a randomly generated number.
Edge Studios Star Wars at least makes every stat meaningly because the number represents the number of ability or proficiency dice a Player uses to make up a dice pool for skill checks; but the base number comes from a charaters species and then can be modified in character creation with the species base experience points. This point buy system leaves little for probability, although it makes it easier to develop a character that Player wants instead of one that comes out of random chance.
There needs to be three core areas address – Physical Ability, Mental Ability, and Appearance. Physical ability is certainly well defined by Strength, Dexterity, and Constitution, and Mental Abilities are well defined by Intellect and Education. This leaves appearance which should be divided between looks and rhetoric. One is the impression people get from looking at you and the other is a persons ability to persuade people through communication.
With a good set of stats the next question is how to make these stats narratively meaningful?
There are two systems that I think used a kind of choose your own adventure scenario style to teach players how to play the game.
The first is Call of Cthulhu. I played through Alone against the Dark when I first started playing Call of Cthulhu to see how investigative scifi cosmic horror ttrpgs work. Well how Chaosium designed the game to be played.
The next system is West End Games Star Wars had a tradition of solo adventures designed to show players how to play the game, including fan made adventures.
I think that FFG star wars needs a set of solo adventures – one for Edge of the Empire, another for Age of Rebellion, as well as Force and Destiny, and something that encompasses all three settings – as a means for introducing people to the game by themselves.
I think that the best way to be introduced to a new game system is through a one shot adventure using pre-generated adventures.
The reason I feel this way is I’ve done a few Traveller one shots with new players and once the characters were handed out and the story started people can learn how to play the game on the fly.
This is especially true when running scenarios like Traveller Flatlined or the Call of Cthulhu Dead Boarder. The adventures are designed to showcase game play and game mechanics while having a kind of box to play in.
Once a person enjoys the game as it is, then sit down and learn how to create a character, and learn the finer points of the game.
Tech noir is a subgenre of science fiction that explores the darker side of technology and its impact on humanity. Common themes and motifs that define the genre are neon-lit cityscapes, cybernetics, and artificial intelligence.
Space Hex isn’t really a technological dystopia but it has elements that are dark and gritty.
A large war has just ended with a armistice and the game is set in the neutral zone. This is the space filled with battle wreckage, spies, abandoned military bases, prisoners of war left behind, and world’s devastated by the war.
Although not everywhere is death and devastation – there are many amazing places where people aren’t just surviving but thriving.
I really like what Chaosium is doing with their example of live play and it’s something I aspire to create for Space Hex.
I think it’s a great combination between entertainment – that is its entertaining to watch – and educational – it teaches you how to play the game.
It also has got me contemplating setting up either a dual system, one which is fairly realistic and one which is more pulp based, or just adding pulp mechanics to space hex because I like them.