Roleplaying
games have long used solitaire adventures to introduce players to rules and
setting through programmed adventures: numbered text entries like those found
in Choose Your Own Adventure Books and “interactive fiction” fare, with some
entries handling player choices (“To head east, go to #11; to head west, go to #14.”)
and others adjudicating rules (“If you roll 9 or lower you fall into the pit…go
to #17; if you roll 10 or higher you leap to solid ground just in time…go to
#29.”).
Several
notable games included solitaire tutorial adventures, including the 1983
red-box edition of basic Dungeons &
Dragons, Star Frontiers, The James Bond 007 Roleplaying Game, the
first edition Star Wars Roleplaying Game
from West End Games, Paranoia (2nd
edition), early editions of GURPS,
and Theatre of the Mind’s Adventures on
Tekumel. I’ve designed a number in my time for such games as The Indiana Jones Roleplaying Game (in
the Indiana Jones Adventures D6 supplement), The Hercules & Xena Roleplaying Game, The Men in Black Roleplaying
Game, and the Star Wars Roleplaying
Game, 2nd Edition, Revised & Expanded, from West End Games.
GM Solitaires
Over the
years rare efforts in introductory roleplaying game products have attempted to
employ a gamemaster solitaire tutorial adventure in tandem with the more
traditional one oriented toward players.
The red-box Basic Dungeons & Dragons rules (the
1983 edition with the Larry Elmore artwork on the cover) contained separate
rule booklets for players and dungeon masters, each including a solitaire
tutorial adventure in the programmed format, both presumably authored by Frank
Mentzer, who revised this edition from earlier ones. The 90-entry player
solitaire briefly covers activities in “town” and an overview of combat before
walking players step-by-step through several subterranean encounters. The 39-entry
gamemaster solo adventure spends half its entries covering numerous
possibilities in the initial encounters -- including sections to read aloud to
players -- before sending the gamemaster off to the other half, following a map
with numbered chambers with standard notes for each location. This remains possibly
the best gamemaster-oriented solo tutorial adventure; the first half walks the
gamemaster through the initial encounters, covering the basics of exploration,
combat, and spellcasting, before turning the gamemaster over to the more
standard numbered dungeon room format. It raises the question, however, of
whether gamemaster-oriented solo tutorial adventures work better than basic,
numbered-room dungeon crawls with copious gamemaster advice and rule refreshers.
In 1991 Iron
Crown Enterprises published The Lord of
the Rings Adventure Game, an introductory boxed set loosely based on the
company’s popular Middle-earth
Roleplaying Game but set in J.R.R. Tolkien’s popular fantasy world. The
boxed set included a brief overview of rules in a short booklet, extensive
pre-generated character material, many maps and character stand-ups, and a
hefty solitaire tutorial adventure for a gamemaster to read and run for a
group. The format presumed familiarity on everyone’s part of basic skill and
combat resolution and a general understanding of the information on character
sheets, concentrating on helping a gamemaster to lead an engaging adventure for
a team of heroes step-by-step from one encounter to the next. Iron Crown
Enterprises published two additional scenarios in a similar style, but the
adventure game line paled in comparison to the company’s far more popular Middle-earth Roleplaying Game.
(I am aware
that Fantasy Flight Games has taken a similar approach in its Star Wars: Edge of Empire Beginner Game, providing pre-generated
characters and an exhaustive learn-as-you-go scenario to introduce game
mechanics and gamemastering skills during play; however, I’ve not commented
further on it here as I’ve not seen the material first-hand.)
I incorporated
solitaire tutorial adventures for players and gamemasters in the Star Wars Introductory Adventure Game I developed
for West End Games in the mid-1990s. The company hoped the product would appeal
to Star Wars fans seeking a more
friendly entry point into roleplaying than the regular game’s huge rulebook and
numerous supplements. Part of that strategy hinged on offering both solitaire
tutorial adventures for players and the gamemaster, each one furthering the
story ultimately carried out in a vast, planetside-oriented campaign, also
included in the boxed set. For the Star
Wars Introductory Adventure Game, the player solitaire tutorial adventure
contained 14 entries along with an introduction and pre-generated character
sheet, everything necessary to play through a single encounter with a probe
droid. The gamemaster solo adventure, however, contained 12 entries to run a
full scenario in which the players escape a Rebel base under Imperial attack;
although each entry was not strictly location-based, they covered several
actions which included scavenging for weapons and medical supplies, healing
wounds, evading a cave-in, and a final confrontation with scout troopers at the
base’s back door…most of which could fit conceivably fit into a map-based, numbered-room
scenario format.
This missive
in no way represents a thorough investigation of “gamemaster tutorial adventures”
in games across the years, but to my limited knowledge I can’t think of many
other games using the solitaire tutorial adventure format to lead gamemasters
by the hand running an adventure for several players. It’s not really a widely
used technique; if solitaire tutorial adventures for single players seem rare,
those for gamemasters remain almost nonexistent.
Solo Adventure or Numbered Locations?
Most games
market their appeal to existing gamers who have some familiarity with basic
system elements and gameplay, thus avoiding the need for most any kind of
tutorial adventure beyond a beginner scenario with more copious notes than
usual. Solitaire tutorial adventures require additional work to fulfill their
purpose successfully. (They also take space in books designers would rather
fill with setting information and game rules.) The scope of information such
scenarios impart depends on the designer’s intent and ability to cover the
numerous intricacies of running a game, quite a bit more than the expected game
mechanic and setting basics for player solo scenarios. Where player-based solo
tutorial adventures can introduce key game concepts step-by-step (such as the
intricacies of skill and combat resolution), those for gamemasters assume
familiarity with those concepts and focus on giving experience setting scenes
and offering options to resolve character actions.
At their
core, numbered dungeon adventure maps function as the most basic version of a solitaire
tutorial gameamster scenario. They offer “programmed” plotting with one entry
per map location, each containing notes on monsters, traps, and other hazards
that engage gamemasters in their knowledge of rules and, in some cases, serve
as refreshers with additional notes for handling encounter situations. Passage
from one location to the next relies on the visual plotting of a map, a much
more navigable reference than programmed text entries. “Read aloud” sections
beginning each entry help gamemasters set the mood and describe the scene,
offering hints or temptations on areas to explore. Characters plot their course
on the map, and when they reach a numbered location, interact with the
challenges discovered there, as described and adjudicated by the gamemaster. It
presumes the gamemaster’s understanding of how the rules operate, presumably gleaned
from running through a player solo tutorial adventure and absorbing the
essential parts of the rulebook.
My Own Project
For the
fantasy roleplaying game I’m developing I designed a standard programmed
solitaire tutorial adventure for single players I sent out for playtesting; it
consists of 23 numbered entries primarily demonstrating the rules for combat
and skill resolution and a brief section on healing. I decided to convert the
solitaire format into a numbered dungeon format and throw in a few more
pre-generated characters so playtesting gamemasters could run the same solo
adventure action for a group of players. In that format the 23-entry solo
adventure translated into 6 numbered locations on a map, with the text
containing much the same encounter information except the demonstration of how
the game engine worked (now in the hands of the gamemaster to explain to
players). The project remains in development; although the gamemaster version
of the solo player adventure works nicely for playtesting, I plan on designing
a small, beginner group dungeon-crawl rather than trying to develop a
gamemaster solo tutorial adventure (despite my enjoyment of the solitaire
format for both players and gamemasters).
While I
continue advocating use of solitaire adventures in core rulebooks to teach
players core rules concepts and impart a sense of setting -- and will continue
employing them in my own work when relevant -- I’m not sure a similar gamemaster
solitaire format takes the place of a well-designed group scenario with clear
yet detailed sections offering rules reminders and plenty of options for
handling character actions and adventure possibilities.
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