alex_greene said:
Hopeless said:
How would this be handled?
You make sure the character has the requisite skills available at the beginning. Perhaps the character can have the requisite skills added to his character sheet, or skills points allocated towards those skills.
Either way, the character begins play with all the requisite skills available - let's also remember that they all possess all Common Skills, so they don't have to worry about, say, Brawn or Unarmed.
How would you handle their starting equipment?
I'd assume clothing, some kind of normal travelling kit and maybe a specific weapon based on what combat style they go for, a few copper maybe?
For a solo game I'd assume they'd use some stereotypical background, say you've been asked by the village to look for a missing shepherd whose assumed to have taken shelter near an old cairn with a bad local reputation.
Start from you approach the cairn and discover its been opened and assuming the shepherd has taken shelter inside decide to investigate so the first selection stage is whether you light a torch before entering or just enter and use the light from behind you to see inside and go from there... sound about right?
Could even have them heading to a graveyard to meet a friend for a mission established by a patron as part of the opening introduction except when you reach your friend its to discover the tomb has already been broken into and as you approach something stirs inside so this would start off with a standard fight against say a zombie whilst your friend is dragged inside by two other zombies and you have to chase after them to save your friend... hmm how do you handle the addition of magic into this?
Most solo adventure books I've seen usually try to give you a set character rather than let you use one you made yourself and the fighting fantasy gamebooks may have allowed you to randomly roll your characteristics it still limits what you can access to accomodate the story.
Definitely need to think more about this, its something that could be added to a new signs & portents although whether its segmented in different issues...
One problem I see is how to make it interesting enough or should I say generic enough to cover a many genres of Legend as possible?
I mean a Solo Pirate of Legend gamebook might not be as interesting as say a Generic Fantasy Gamebook if its appeal is widened but a specific one can be easily handled.