by Patroclus » November 23rd, 2013, 4:15 am
I have seen some playtesting on the web and I can say it’s not good for me. It’s based on event cards, lots of skills and a combat system for how the enemies are choosing their targets. It’s too much setup for me to play it as solo, and basically I can’t find any interesting on that… For solo playing it’s better to play HQ, having in mind “what the players will do if it wasn’t solo”, for choosing targets you can use common sense and for things like “what path will they take” you can use the D6 and pick one random (or give less possibilities to the “wrong path”) (also in every room do a search for secret doors and traps, because we always do that, and you don’t have to move the heroes with dices if the passage is clear, just move the one out of the door and the rest count them as “are following one square behind”, for speed). Of course, an experience like that is closer to the GM feeling (because you know the map) and this is how I am playtesting my quests. If you want to not know the map you can use the AHQ rules with the random map generator. I don’t prefer that because it’s very “hack and slash” but it’s not a bad experience.
Other better games in my opinion are talisman (very different but you can play it solo or find one more non-hardcore player), space hulk (very different but can't solo, just need one more "hardcore" player), dungeon quest (I am not sure but looks fun for solo), the “dungeon” (it has some fun as solo or played with kids) and also descent 2 (I don't have played it but I think is better than ravenloft, but can't solo)… of course every game is very different and depends on you and what you like… even ravenloft could have some fun...