Showing posts with label solo play. Show all posts
Showing posts with label solo play. Show all posts

Saturday, May 14, 2016

Review: GURPS Conan Moon of Blood

This is the fourth of four reviews of the GURPS Conan solo adventure series. For the previous ones, click on the title below.

Conan the Wyrmslayer
Conan Beyond Thunder River
Conan and the Queen of the Black Coast

All of my reviews are linked on the reviews page.




by W.G. Armintrout
Steve Jackson Games 1989
32 pages
$5.99 in PDF

This adventure is based on Moon of Blood, a Lin Carter and L. Sprague de Camp short story that is a sequel to Beyond the Black River. This adventure, similarly, can stand alone or be played as a sequel to Beyond Thunder River - assuming you did no better than Conan.

The adventure takes place on the Pictland/Aquilonia border, just after the Picts have taken back lands settled by the Aquilonians.

Friday, May 13, 2016

Review: GURPS Conan and the Queen of the Black Coast

This is my third review of four looking at the GURPS Conan solo adventures. For the two previous ones done so far, see these posts:

Conan the Wyrmslayer
Conan Beyond Thunder River

For all of my reviews, please click the review tag or see the reviews page.




by Robert Traynor
Steve Jackson Games 1989
32 pages
$5.99 in PDF

This GURPS solo adventure is based on the REH story Queen of the Black Coast. All you need to play is the adventure and the GURPS 3rd edition Basic Set. You don't need GURPS Conan, but it wouldn't hurt to be familiar with it, either.

Wednesday, May 11, 2016

Review: Conan Beyond Thunder River

Since I'm taking a look at some of the solo adventures I own, and since I took a look at Conan the Wyrmslayer, here is Conan Beyond Thunder River.



by W.G. Armintrout
Steve Jackson Games 1988
$5.99 in PDF

Conan Beyond Thunder River is a solo adventure for GURPS 2nd edition. It is set in the Conajohara settlements between Thunder River and the Black River, and it's based on the story Beyond the Black River.


The solo adventure is pretty epic. It's 560 entries long, plus one area and eight combat maps, Conan's record sheet, two potential companions, various Aquilonian troops and civilians, six different Pict tribal warriors, and nine monsters (natural-ish ones like giant snakes up to forest demons and man-apes.)

There is a lot to do in the adventure. The over-arching goal is to deal with a Pict uprising - sparked at least in part by a shaman, Zogar Sog, who is taking revenge on some men who wronged him. To deal with that uprising you have to explore the wilderness, raid the Pict camp, defend the fort, and deal with headless bodies and occult threats. You can meet two different companions. You can inspire the troops - or annoy them enough to get into a duel. You can discover spies, or not.

Like Wyrmslayer, there are Plot Words. These provide bonuses or penalties - or open or restrict options - during the adventure. You start with three randomly-selected Plot Words - three rolls, with one of three words, one of two, and one of two more.

Unlike Wyrmslayer, it also has an external clock. The game starts at 6 am on Thursday morning, and as you complete actions you are directed to roll a die to add hours to the clock. As time rolls forward, your options narrow and new choices open up. You literally don't have time to do it all . . . and problems like slow movement from wounds (or carrying companions) or poor decision making can cut down on them still further. There is a clock ticking and you're not quite sure when it'll run out (at least the first playthrough.)

Overall the adventure is dense, with a lot of choices and colorful - but clear and fun - text to read. The options generally make sense. There are a few niggling downsides - at least one entry is a dead end with rolls - fail the roll and die, succeed and realize you're going to die, go to the "fail and die" entry. Annoying. In general, though, the options make sense and are useful, even if only for information.

Like the other Conan adventures, and perhaps more than the others, sense rolls are critical. If you don't have sharp senses, you're going to miss a lot and suffer a lot. You need Stealth, too, ranged weaponry, outdoor skills, leadership, charisma, and some flat-out lucky rolls to get the best possible outcomes. Lacking some or all and you'll find yourself in difficulty. To top it all off, there are character point awards at the end - and you can compare your score to Conan's score in the story.

Notes

One thing I liked about this adventure was the variety. You can lose the Conajohara, just like Conan. You can save it. Often you can fight or run. And you can made a wide variety of decisions in most of the cases that come up. Adding in the time element so decisions really do have opportunity costs, and the Plot Words, and it has a lot of replay value.

Plus, the first time I saw it was the first time I saw a character as epic as Conan at 521 points. ST 19 and HT 17. Brawling and Broadsword each with 32 points in them. Multiple languages, and many skills - and those just the ones relevant to the adventure. Conan was awesome - good, skilled, smart, capable. And you can run him. That's critical - many games are set in the world of your hero, but generally they let you aspire to someday meet the hero. This came right out and said, "Here, Conan is awesome. You run him." I couldn't buy the book and get it home fast enough - and I remember having to look at it multiple times at the store before I had the money to get it.

Did I say 2nd edition? Yes, 2nd edition, not third. Maybe 1st - I ran it with first. The ranged weapons have PB, Inc, 1/2 DAM, and MAX for ranges, for example - he's 17 yards away, how many increments is that for this weapon and my ST? Mail is weak against impaling, not crushing. Running adds Skill/8 to Basic Speed (and Conan has a 16, for a full +2), Block is Shield/3, not Shield/2, so even Conan's Shield 16 gives him a 6 Block with Combat Reflexes. The good old, bad old days.

If you have a first edition, first printing like I do, you'll want this errata sheet from SJG. These are pretty significant ones, too - they affect the story, Conan's potential encumbrance, a map error or two, and give Conan a skill he lacks but may need in the adventure. I don't have the PDF but they generally update with all of such issues when they update the product, so only 1st printing folks like me really need to be concerned.

This is an old adventure in an older system . . . but it's a good one. It would probably be easier in 4e, if only because you're more likely to have better skills, better rolls outdoors (if you take the right talents), and better Per - but it's still going to be a fun ride. Recommended.

Monday, May 9, 2016

Review: Conan the Wyrmslayer

After reviewing several solo adventures for D&D and GURPS, I decided to pull out one of my favorites: Conan the Wyrmslayer. It's for GURPS 3rd edition.

I know I said I'd get to MV1 Midnight on Dagger Alley but I'd like to play through it before I review it, which pushes it back to later in the week at the earliest. I will get to it, though.




by W.G. Armintrout
Steve Jackson Games 1989
32 Pages
$5.99 in PDF

Conan the Wyrmslayer is a solo adventure for 3rd edition GURPS. All it needs is the 3rd edition Basic Set - GURPS Conan would potentially be useful for a new character but it's not necessary. It is based on the Lin Carter / L. Sprague de Camp story "The Lair of the Ice Worm."

The basic story is you're Conan or your own character, you're out in Ice Devil Pass trying to make it back to civilization, and adventure intervenes. There are beastmen to fight, a horse to try to preserve, and a girl to rescue. And an ice wyrm to fight when things go, as you pretty much hope they will, towards "danger" and away from "and nothing happened, the end."

The adventure takes place across 273 keyed entries that cover the glacial surface and some hidden ice caves.

The ice caverns are handled with a map that is generated as you go. It has a start block with (potentially) three exits, and a series of larger rooms connected by smaller possible connections organized into rows and columns. Roll the dice and they tell you what openings there are, and then what entry is in what room. It's simple enough but leads to quite a lot of wandering around looking for your goal.

It can get frustrating flipping around page after page, then rolling, then flipping, then rolling, then coming back. But it makes for a unique maze each time, and there is just enough pre-programming to ensure you'll get to the worm . . . but only after you take some risks searching the icy and not-uninhabited glacial caves. Don't take the risks and don't search around and you'll end up with nothing (including the option to just leave) but if you push you'll eventually face the main monster. It works in play, but with a lot of flipping.

The surface is handled with a battle map and rolls.

All of the results in the game are straight-up GURPS; there is no novelty change-up or fixed results. You get to make reaction rolls for the NPC woman you can save, morale checks for some foes, try to keep your horse from panicking, etc. and move them all around on the battle map. Most of the fights are one-on-one, and the big group fight is handled smoothly with a roster full of check boxes to cross off thrown weapons, dead or demoralized foes, and tally up injuries.

One nice mechanism is the use of "Plot Words." As you do (or don't do) certain things, you gain Plot Words. At certain junctures, these can provide bonuses, different effects, penalties, forced choices, and other changes. You track the words but don't know all of the effects of "DEVESTATOR" or "WARNED" or BURDEN" until they come up. It's easier (and more intriguing) than "If you did A, turn to X, if you did B, turn to Y, for all others turn to Z." That happens in a few cases, but actual in-play decisions end up with plot words not memorizing your choices.

This is a tough adventure. It's almost depressingly easy to get killed off even as a 23-year old 375 point Conan. Even with good decisions, bad die rolls can end you. On the other hand, though, there are relatively few "roll or die" situations. And it's even possible to get through the adventure saving the girl, avoiding the wyrm of the title, and just getting to safety. On the other hand, you can fall down a crevice, freeze to death, or just die in combat with any of a half-dozen different foes. And fighting the ice wyrm straight-up is winnable, but pretty risky. Good decisions, good play, and reasonable rolls can see you through. A comedy of bad rolls or terrible decisions can get the dreaded "your adventure is over." And disadvantages can force your hand - good luck playing a savvy and cautious Conan with his Impulsiveness and Overconfidence.

Notes and War Stories

I must have played this a half-dozen times. I know I ran a friend through it, too. Each time I play it, even knowing the story and the adventure, I still end up with results I wasn't necessarily hoping for. Or aiming for. Once I finished the worm with sheer combat. Once like in the story. Another time I ended up pretty much wandering off and making it home without any real issues (good skills and good rolls did that.) Most of the time, it doesn't end well for my horse or my companion.

Last night I went through it - I didn't play out the whole initial combat. After three very successful turns I just assumed I'd win and moved on for the sake of finishing it out quickly. But I'd play it again given the chance, and it's a good example of a challenging but fun solo adventure. Even if you don't play GURPS, but like Conan and like solo play, it's worth checking it out.

I ran it again using 3e, but it would go smoothly with 4e. You just need to swap in the mechanics as necessary; few are so radically changed as to make a huge difference.

It's a fun adventure and I highly recommend it. Lots of multiple-playthrough value, and good material to grab for a GURPS game. Got to put a Yakhmar in my game, now.

Friday, May 6, 2016

Review: M2 Maze of the Ridding Minotaur

This is a look at the second of the two Dungeons & Dragons solo modules I own - M2. I also looked at M1 Blizzard Pass. I'm aware of BSOLO Ghost of Lion Castle, but I never owned, played, or read a copy so I don't expect to review it. Hopefully someone else will step up and do so!

For more reviews, please see my consolidated reviews page.



M2 Maze of the Riddling Minotaur
by Jeff Grubb
TSR 1984
A Solo Adventure for Character Levels 1-10

Thursday, May 5, 2016

Review: All In A Night's Work

Since I usually do a GURPS post on Thursdays, and I've started reviewing my solo adventures for D&D/AD&D, why not look at the first GURPS solo adventure?



All In A Night's Work
Introductory Solo Adventure
by Creede & Sharleen Lambard
Steve Jackson Games 1985
14 pages

All In A Night's Work is a solo, introductory adventure for GURPS. The copy I have came with the original 1st edition boxed set, and is back-to-back with an inverted Caravan to Ein Arris. In the words of the adventure:

"You can start playing right away - even if you don't know the GURPS rules yet. [. . . ] It's a lot more fun to play through and see how everything works, rather than try to read 150 pages all at once . . . "

Yes, that.

Like a fair amount of solo and one-on-one adventures I've seen, this is an adventure for a thief. Seems reasonable - it's easier to solo capers than have people hang around while you're on them; also, being sneaky helps when it's just you. It's also good for an introductory adventure - clear mission, low social interaction, lots of skill checks (sneaking, climbing, etc.), risk-reward decisions (push for more loot, carry extra and suffer penalties, fight or run), and low but not necessarily no combat.

The adventure is 14 pages and 175 numbered entries. Start at entry 1, make decisions and make rolls, and keep going until you eventually get to either 175 or another entry that says, "Your adventure is over." Or you die, which can happen.

Combat, skill rolls, etc. are all handled with straight-up GURPS. No coloring, no pre-determined rolls for the opposition (except for reactions - they react poorly to thieves in the house!), nothing except the normal game rules. They're often explained in short form so you can just try them and go.

It's a fun adventure with solid replay value - and nothing is so programmed and forced that you'd play it once and then skip it. It's short, solid, fun, and challenging without being too hard. It really is a good way to learn 1st-3rd edition GURPS.

Notes & War Stories

All In A Night's Work was possibly my introduction to GURPS per se. Not to the system in parts - I'd played Man-to-Man a lot since it came out in 1984. But to the actual 1st edition boxed set? I played through this adventure, probably with Dai Blackthorn, the example character.*

I'm sure I played it a couple of times just to get different endings, and I know I ran someone through it to teach GURPS. As an introductory one-on-one or true solo adventure, it was excellent.

As far as I can tell, it's not out for 4th edition GURPS yet. That's too bad - it's a solid introductory adventure and it teaches you the rules. And with a skill-based system, it has replay value - just because you know the best choice is A not B doesn't mean your skills are up to doing A successfully.

And for other people's war stories, check out this post and the comments for more on All In A Night's Work.


* For what it's worth, what's with low-ST example characters in GURPS books? Man-to-Man had ST 9 John Falcon, GURPS one-upped that with ST 8 Dai Blackthorn, and my players made a whole series of ST 7 wizards. Examples can be a bad influence!

Wednesday, May 4, 2016

Review: M1 Blizzard Pass

First of three related reviews here - the second will be on Friday, the third should post on Saturday if I finish on time. I'm taking a look at three modules I don't see talked about much - M1 Blizzard Pass, M2 Maze of the Riddling Minotaur, and MV1 Midnight on Dagger Alley. All three are solo adventures meant to be played truly solo - one player, one character, no Dungeon Master. Today I'll start with David Cook's M1 Blizzard Pass.

For more reviews, please see my consolidated reviews page.



M1 Blizzard Pass
by David Cook
A Solo Adventure for Thieves Level 1-3
for Basic Set D&D
32 pages

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