Showing posts with label two player games. Show all posts
Showing posts with label two player games. Show all posts

Friday, April 8, 2016

Monophobia: You are all alone in the dark... with the shogoths

Monophobia is a collection of three Call of Cthulhu adventures that are specifically designed for just one player. After I already wrote about two player games and Lovecraftian ones in particular, I knew I had to read it. 

Since these are adventures, I'm going to try not to give too many spoilers away. After all, there may be folks out there who want to play these adventures.

There are three things I judge RPG adventures these days: Did I enjoy reading it? Do I think it would be fun to run or play? Can they be mined for ideas for homebrew adventures?

Vengeance from Beyond is an adventure about the investigator being  haunted by an angry ghost who will drive them to insanity if not stopped. Frankly, it is my least favorite of the three adventures and I think it's the weakest.

That's because it really has the narrowest range of options for the player. There's only one way to deal with the ghost. If the player doesn't figure that one way out, that's it for the investigator. It's a bit like a railroad where you have to find the track.

Frankly, that can be a real problem with Call of Cthulhu adventures in general. Sometimes, they read more like a script than an adventure and this is far from the worst case I've read.

Of Grave Concern has the investigator dealing with a zombie wizard who keeps swapping bodies with them with the long term goal of taking over their body forever. 

This is my favorite adventure of the lot. The player has a lot of avenues to explore and ways to go about their investigation. It has much more of a sandbox feel. And, while there's only one way to put the zombie down, it's a lot more reasonable than Vengeance from Beyond.

Robinson Gruesome has the investigator become a castaway on a desert island where they have to resonantly Mythos cultists and the horror they worship. It's actually a very simple adventure with a fairly tight timeline for what all the evil types are doing. However, the investigator has a lot of leeway in what they can do.

But what I really like about this adventure is that it can be mined for more ideas for adventures. While the Cthulhu genre is no stranger to Robinsonades (Dagon by Lovecraft for instance), I haven't seen a lot of adventures that use it. You could build a whole campaign around being a stranded island.

All through out all three adventures, there's advice how to handle only having one player and how to make sure that bad dice rolls don't kill them. After all, poor planning and bad decisions on the part of the player can take care of that just that fine.good advice goes a long way towards making this a good supplement.

Monophobia isn't perfect but it does a good job tackling the idea of running one-on-one Call of Cthulhu in three different ways. It's pretty much a must read for anyone interested in that.

http://www.unboundbook.org/?p=82

Wednesday, April 6, 2016

RPGs designed for two players

Role playing games that are designed for two people has always seemed like an odd design space for me. Since my earliest experiences with games like Dungeons and Dragons, role playing has always been a group activity. Even mechanics light, narrative driven games likes Fiasco or Microscope benefit from having more voices and imaginations thrown in.

But the idea of two player games have been around for a while. One of the earliest examples that I remember running across was Paper Chase, an adventure for Call of Cthulhu who specifically designed for one keeper and one player. Heck, that one was in the third edition basic rule book.

I have heard it argued, quite convincingly, that horror games are best played with only one player. After all, everything is scarier when you are all alone. There is an entire Lovecraftian system called Macabre Tales designed for two-players and a noted collection of Call of Cthulhu adventures called  Monophoboa.

And, over the last few years, I have found some interesting two player systems. Beast Hunters, Martian Colony, and Murderous Ghosts to name three very strong examples. Incidentally, all three of them have fairly tight structures for play.

Beast Hunters has the players swap the role of GM back and forth with a budget for threats. Murderous Ghosts actually uses a paired set of Choose Your Own Adventure style books for the mechanics, although you fill in all of the narrative details with your own imagination. Martian Colony's mechanical structure resembles a resource management, push your luck board game!

While there are some obvious benefits to only having two people involved in a game (like only having two schedules to worry about), there's a lot of issues as well. For instance, a lot of systems are designed to have a variety of abilities to tackle problems. (I cast magic missile/swing my sword/backstab the kobold! You kill it! And the other eight kobolds swarm you.)

Also, and this can definitely be the case in a Call of Cthulhu adventure, is that having only one brain working on a problem means the lone player can miss clues or other plot points. (Monophobia actually recommends using idea rolls to let the keeper flat out give clues player)

Two-player games also can have a stronger level of intimacy than group games. I've read more than a few which are actually about romance, with Emily Care Boss's Breaking the Ice being the one I'm the most interested in reading and researching. Whether or not this is a good or a bad thing depends on whose playing, I guess.

Two player games don't interest me as much as GM-free systems do. However, there's no denying there's a wide variety of them out there, both from a mechanical angle and thematic angle. It's a sub-genre of role playing games with some interesting ideas.