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Post by grrraall on Apr 16, 2010 8:46:13 GMT -5
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Post by zanshin on Apr 16, 2010 10:00:46 GMT -5
Thats a great read - a properly imaginative way to approach the solo, and solos in general. Nice blog. Thanks for drawing it to our attention.
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Post by castiglione on Apr 20, 2010 10:23:51 GMT -5
Hmmm...very interesting review/article. I liked his creativity puzzle mini-essay and believe such "out-of-the-box" approaches should be "written into" solitaires right from the get-go, at least in this day and age.
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quoghmyre
7th Level Troll

The Summer Troll
Posts: 1,048
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Post by quoghmyre on Apr 26, 2010 4:32:21 GMT -5
Great review. The difference between a "Pick a Path" story and a "Solo Adventure", very interesting.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 9, 2010 8:15:16 GMT -5
Great perspective. You could even approach a solo adventure in a manner that allows the writer to play without knowing what will come next. The landscape could be fixed, but the sequence of events, the denizens met, and the manner in which you tackle problems could change dramatically.
It would be like returning to a house you lived in years ago, but all of the inhabitants have changed, and you're only roughly familiar with their behaviours. 1d6 to determine who is there, 1d6 to determine what they're doing, 1d6 to determine how they'll react to you. You could even self rate your chance of tackling a problem and awarding AP accordingly. Example: a rough-hewn 40' shaft descends into black oily water. Will you descend and how? If you decide to take the swan-dive approach L4SR - hats off to you if you don't break your neck, take the AP. If the knotted rope is lowered cautiously over the lip of the well, L1SR. As a solo player, you decide the SR required. I'm new to T&T, so this may be an old idea - but I'm excited by the idea you could create an adventure that would be exciting and challenging, even if you were the one who wrote it!
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