Hello! Well, after promising I would have a new shiny solo engine out by week's end, here I am! It's the new week starting, and still no new solo game. It has turned out to be more work than I thought. What started as an unclear idea seed became a bit unwieldy after setting it down on paper.
I am in the play testing phase of Perilous Intersections. It looks like it's in need of more testing. Some areas are still in need of polish. Once I am satisfied, I'll want to go back through and trim as much as I can. One thing I like are elegant systems with lower page counts. This one is above that optimum threshold to my taste, so there's still work to be done.
Perhaps a preview for you to get the idea out. The tin says:
- A scene-framing engine for the solo rpg gamer that leaves plenty of room to interact with and contribute to scene details via your favorite rpg system
- A method of interpretation, whereby conflicts move from targeting motivations to the PC directly
- A system of slowly revealing an emergent plot line, keeping the player guessing until the end (Great for murder-mystery adventures!)
- A system that elevates dramatic tension and pushes a final threat in front of the PC
- Dynamic adventure-building, where the PC’s own motivations and principles are tested, and can change as the threat asserts itself
- PCs can work to gain edges, gaining or losing leverage, and with it, the ability to stem the final threat
- Plot twists are naturally introduced through the simple interpretation filter of intersections
- A system of balancing random prompts with player choice to build a narrative that can feel like the back-and-forth of playing with a live person
- A simple system for scaling danger that reacts to successful and unsuccessful character action resolution
There are the highlights. I feel like I'm reinventing the wheel here. Hopefully it's not the case...I definitely have many inspirations that I'll credit. No date of completion estimates — but I'll try not to let it drag on forever.