I've mentioned before that I'm really quite fascinated by the concept of solo roleplaying games and solitaire adventures. I don't have a lot of experience with either of them, aside from my teenage forays into the Fighting Fantasy and related series. From what I understand, they've made a big comeback since the late unpleasantness, so much so, in fact, that quite a few RPGs now include explicit rules for playing the game alone.
Consequently, I missed out entirely on Chaosium's forays into this genre back in the early to mid-1980s, starting with SoloQuest for RuneQuest in 1982. A few years later, the company decided to expand the experiment to include Call of Cthulhu. Given that most Lovecraft stories typically involve a single protagonist, this makes the concept of a solitaire adventure very well suited to its source material, at least in principle.Like all solitaire adventures, Alone Against the Wendigo sought to provide an experience of playing a RPG, in this case Call of Cthulhu, to players who didn’t have regular gaming groups. How well it succeeded in this is difficult to say objectively. My own experience with solo adventures is that they're really their own thing, distinct both from traditional adventures and from literature, even though their format draws from both. In the case of this particular scenario, which I played through in preparation for this post, I would say that it does an adequate job of conveying a mix of isolation, existential dread, and Mythos-inflected horror. Its remote, frozen wilderness setting does a lot of the heavy lifting in terms of tone, creating a believable and menacing backdrop that mirrors the psychological disintegration of the player.
Like every solitaire adventure with which I am familiar, Alone Against the Wendigo consists of a series of numbered paragraphs that the player navigates in response to choice and the results of dice rolls. Some of the latter are skill rolls (e.g. "Try a Psychology roll. If you succeed, go to –27–; if you fail, go to –29–."), but some are simply random (e.g. "Roll a die; even go to –4–; odd, go to –5–."). This gives the scenario a decent amount of replayability, with branching narratives, multiple choices, outcomes, and side paths. Different decisions, like what gear to bring, how to interact with team members, where to explore, not to mention the aforementioned dice rolls, can thus radically alter the experience. In that respect, I think Alone Against the Wendigo is pretty good.
The adventure's integration of Call of Cthulhu mechanics, like skill and Sanity rolls are handled with a fair degree of elegance. Playing through the scenario still feels like you're playing Call of Cthulhu rather than some inferior imitation of it. That's an impressive feat in itself and I appreciate the care with which the rules were employed here. To be fair, Call of Cthulhu is a pretty mechanically simple game, especially when compared to, say, RuneQuest, but, even so, I think Rahman did a solid job here in translating its gameplay to a solo environment.
Aside from the inevitable limitations of the solitaire format – no game book, no matter how lengthy, could provide for every possibility available in face-to-face play – the main problems with Alone Against the Wendigo, in my opinion, are its underdeveloped NPCs. While all of the expedition members accompanying Dr Nadelmann have distinct roles, few are given much personality or depth, certainly not enough to make their loss (or survival) truly arresting. Again, that's perhaps an inevitable limitation of its format, but, for me at least, I felt it much more keenly than the limited array of choices in many circumstances.
Great review. Question what do you mean about "From what I understand, they've made a big comeback since the late unpleasantness,"? What does late unpleasantness mean? Does it relate to gamebooks or RPGs or both? :-)
ReplyDeleteI was making a joke about the pandemic, using an old euphemism about the US Civil War.
DeleteCool, thought it was an obscure reference to the Satanic panic, which Fighting Fantasy was not immune to. Sir Ian Livingstone still jokes that when a UK pastor misunderstood the Levitation spell in Citadel of Chaos as being real, sales soared. Actually the gamebook revival has been ongoing for some time, since they first started getting ported to tablets in the late 2000s, which led to more print versions happening, etc.
DeleteThis has since been reimplemented as Alone Against the Frost:
ReplyDeletehttps://www.drivethrurpg.com/en/product/289945/alone-against-the-frost?&affiliate_id=392872
I wrote a solo dungeoncrawl years ago, and refereed it with a friend to playtest it. That allowed me to develop entire sections that I would not have put on the "railroad", ones that could be bypassed or entered depending on choices. The other thing I did that was fun was that I had sections of the dungeon that were very briefly described but with several blank pages for players to write down anything they left there, or the results of their actions. I also let them self-generate one common item to "discover" and add to their inventory, as well as one common item to add to the room for later players to discover. In one room (a library, of course) it could even be a magic item.
ReplyDeleteIt worked okay for me, but I think it could have gone out of whack with a different player who could not intuit the intention of my sparse instruction. The other problem was that no matter what you did by the end of the page, you still had to get railroaded to a different page, as if nothing had happened there. It needed a lot more development!
Another thing I added was a "check limit" - your PC was only allowed a 3 secret door checks per game (in a dungeon that had 5!) - each page/room had a special "S" option that you could follow - whether the room had any secret doors or not - but only on a successful secret door roll. Once you used all three checks, you couldn't check again, no matter what. I justified this limit with "you don't have all the time in the world." Same thing for traps.
BSOLO Ghost of Lion Castle had a similar mechanic, the margins of the module were wide so the player could write notes in the putative "magical journal" - and should the character die, the journal magically reappeared (back at the inn? I forget, it's been a few decades) so it could be reused. If (or when, Lion Castle was brutal, full of lycanthropes) one died, one wrote all one's belongings in the marginal space and then wrote "body of [PC name]" so it could be discovered as treasure for the next player. I really liked Lion Castle, for what that's worth, I took nearly all my PCs through it (some survived, it's a low level module so no great loss), and I one-on-one DMd it for friends, it's solo but lends itself to that well.
DeleteOoh! That sounds great. I was aware of solo D&D modules, and vaguely remember the sort of goofy font on that one, but had no idea that it actually tried to adhere to the "dynamic dungeon" concept. A friend of mine had the Minotaur solo adventure (whatever one had the magic ink revelation of story components) and I recoiled at the gimmick. I think the "magic ink" modules were the reason I tried my hand at writing one in the first place, I was so put off. I bet I assumed Ghost of Lion Castle was among that ilk.
DeleteI'm going to play it. Thanks for the write-up.
Lion Castle has some odd conceits best ignored, I think. It's supposed to be solo for low level magic users and elves (race as a class in D&D), so the magic of the castle only allows them in. Yawn... I took anyone through it. Also, yes, I typed that correctly - solo 1-3 level magic users. So, a dagger, a staff, robes no armor, mu combat charts and hp, and a few Vancian spells. Solo. In a castle full of wild beasts (LION castle) and lycanthropes. The bodies will litter the floor unless you tweak things around a bit. All that said, we always found the thing very atmospheric and even tense. I pulled it out after I typed that up yesterday and re-read it, it holds up in my mind, I think it'd still be quite useable if you played with it.
DeleteLovecraftian retrospective?! Shadow Over August is my favorite month!
ReplyDeleteYou know, Bram Stoker was born in November, and Robert E. Howard was born in January.
I definitely plan to do something for REH next year.
DeleteYes!
DeleteThese solo adventures are great to use as a game for one or two players.
ReplyDeleteCome on, no mention of Algernon Blackwood's "The Wendigo"? Lovecraft thought that Blackwood was the master of weird atmosphere, and for Lovecraft, atmosphere was what made the weird, weird. He also thought Blackwood's "The Willows" the greatest supernatural weird tale ever written. "Wendigo" is required reading if you've never encountered it.
ReplyDeleteBlackwood is indeed worthy of a mention and I kick myself for not having done so. In my defense, I don't believe his name ever comes up in Alone Against the Wendigo.
DeleteBlackwood's story "The Wendigo" is really good, as are most of his stories. Blackwood, Arthur Machen, M. R. James, HP Lovecraft. Ah, the good stuff.
ReplyDeleteI wish there was a good audiobook of Lovecraft's works. I bought the HPLHS audiobook of Lovecraft's books (the audiobook, not the Radio Theaters they do) and was disappointed by the distracting reading style. Anyone know of a good HP Lovecraft audiobook?
Nice write up! I'm loving this 'Shadow Over August' series. Just as an fyi, though, I believe the actual first solo adventure ever published for CoC was The Thing In The Darkness, by Matthew J. Costello, which appeared in the third issue of Steve Jackson Games' Fantasy Gamer magazine, circa late 1983. Costello went on to write Alone Against The Dark for The Chaosium in '85, among other things. As I recall, The Thing In The Darkness was quite effectively creepy and utilized some clever mechanics, especially considering the limited page count afforded by the magazine format. One can still purchase a pdf of FG #3 from SJG's Warehouse 23 for three bucks, if curious to check it out: https://warehouse23.com/products/fantasy-gamer-number-3?srsltid=AfmBOookquDXZEMDwST85ZTAtsf9piq3-xSewi4JTB5UjGzGSAVzXE_q In some ways I think I preferred this CoC solo adventure to the lengthier ones published by Chaosium simply because it wasn't as overwhelming of an undertaking to play through it... There's also a review of it here on Rpggeek: https://rpggeek.com/thread/1988313/thing-in-the-darkness-call-of-cthulhu-solo-adventu
ReplyDelete