As the various contributors to the Yahoo group demonstrate, the first thing a nerd wants to do with these rules is to mod them to suit their own taste. This got me thinking about finally writing down my own set of rules specifically for solo gaming.
I'd come up with various ways to solo existing 2 players games but I think the solo game is a different design challenge to the 2-player game. I don't think "Bolt ons" are a good solution.
Having made several false starts on this in the past, I made a more determined attempt to settle on what the rules were setting out to achieve before I began. This helps stop sidetracking or giving up based on tangential ideas. Firstly, these rules were going to be for me and my requirements which are as follows:
- Skirmish level. A game of shootouts, not wars.
- Should have fast but enjoyable rules for customizing forces.
- Needs to be playable in a very small area (half the reason I started into 15mm at all).
- Needs to have as little book keeping as possible- Preferably none.
- Should have all information needed to play either on QRS cards or counters.
- As a solo game, should provide moments of suspense and surprise..The game should be unpredictable.
- Be easy to wrap up into short sessions.
The last game I played was the one I posted here a few months ago, using CR. There are a lot of things I love about CR: Single stat characters! Simple but open ended task resolution! Narrative campaigning! Unpredictable turn sequence!
...But also a lot of things I don't like or require too much referring to a chart during play. Overall, I think the concepts in the THW rules are absolutely revolutionary.. But the rules themselves make them hard to use. In short, I have to work too hard to play this great game.
What I have so far is in brief:
"A points-free, hex based FUBAR with an enemy reaction system, player special abilities, action point gambling all using sigle D6 rolls."
As always, more later.. Presuming I don't get sidetracked one again, which is pretty much an even bet.