[solipsist] A one-shot with traditional gamers

Carl C.'s picture

This was a quick one-shot with Solipsist, David (Hituro) Donachie's game. There were four players: David (not the writer, a friend of mine), Jessie, Sarah, and my wife Adrienne. I will focus on the in-game efforts of David and Jessie; I'll explain why later on.

Character creation was not smooth. I'll take the blame for that, I had a few beers. Plus, it's not a traditional character build. But nevertheless, Jessie (who was convinced she had psychic powers of superheroic proportions) and Dave (who believed he was a combination rock god and the Pope) seemed to glom onto it pretty quickly, whereas Sarah and my wife did not until they saw David's and Jesse's character come together. (David and Jesse named their characters "David" and "Jesse"; I was not alone in consuming alcohol that evening.)

One of the big problems was that everyone initially had problems getting into the proper headspace for this game. The mechanics behind the idea of solipsism left them kind of scratching their heads: they kept asking why the characters couldn't use their "superpowers" to erase or at least work around their "flaws" (the Limitations), or why there weren't experience points so that they could use their solipsism better. (Traditional gaming backgrounds, don't you know?) I finally explained myself well enough that the Limitations kept them tethered to common reality, that the animacules were basically sub-atomic "scriptwriters" who rearranged reality for the characters because something about the characters amused them enough to bend the rules slightly (but if they were too demanding in "script changes", they got sent to their own "spin-off series"), and that Limitations were locked into place by the same ability that allowed them to change reality by wanting to so badly. "Have you ever accidentally ironed in some wrinkles into a shirt or a pair of pants? And no matter how hard you struggled to iron them out, it didn't quite work? That's what Limitations are like: you can't just rearrange them out of your way, it takes time, which is where the animacules you accumulate would come in if we were making this a longer game." (This analogy seemed to click.)

"So is it bad that we took Limitations that are kind of the opposite of what our powers are?", from Jessie. I said, "Nope. In fact, it makes it easier to distinguish what your character believes, or wants to believe, from what everyone else sees."

The game consisted of me getting these four solipsists together, and I used the easiest way I could: a Shadow had hit their hometown. (The thought of four Solipsists in one area kinda disturbs me, on reflection.) I used the suggested benchmarks that David D. had written on his forum, which aren't included in the ashcan. It was designed so that there were four things that had to be repaired before the Shadow got banished. (I used NIN's Year Zero as the basis of it, and had huge hands coming down from the sky and removing NPCs at random intervals, among the totalitarian/survivalist infighting going on in the streets.) Each break in reality got progressively harder, until the last one, which needed a 10 to close it. They succeeded, and found a young woman with a pair of headphones on her ears, listening to NIN's "Year Zero", who was obviously a solipsist who had lost her Limitations and "gone over" into her pocket reality.

Based on how this played out, I'm going to offer a few suggestions:

1) Get all the characters created at the same time, and get their working together into a communal backstory. Have them come up with how they succeeded against their first Shadow together. The reason Sarah and Adrienne couldn't get into the game, along with the "weird ideas" behind it, was because they couldn't make sense of the idea that such self-absorbed people would be working together in the first place. Also, advice on how the other players can be involved when the individual stories of the solipsists come up would be nice. Luckily, I didn't have to figure that out for this game.

2) This will obviously not be a game for everyone. All the players thought it was "interesting," but they mentioned being disappointed at the lack of dice or cards, just something to make them feel like they were in conflict. (Maybe something involving poker chips?)

3) This game is good for one character up to, I think, about four. And I think it has to be a long-term campaign before the currency of the game becomes obvious and something that will motivate play. One-shots won't do it: in my game Jessie went nuts with her psychic powers, and the threat of Tears didn't slow her down. She was willing to go out of control to get enough Infestation for future conflicts. Also, I did decide to boost the difficulty by one point or even two if the stuff being narrated by the players was really something more suited to a comic book or anime. That made sense to the players, especially when I mentioned that, as far as everyone around them remembers, that really did happen, and is going to cause some problems down the road.

4) Shadows, in my opinion, and for how I played them, should be treated as a "reality virus." They are able to react to the actions of the solipsists, by arranging scenery and situations that play directly to the solipsist's Limitations. Shadows do not need to be limited by a consistent narrative, because they are narrative inconsistency embodied. Plus, having your surroundings conspire to attack you and drive you out or consume you lends really well to a horror vibe, which got the players engaged.

5) I recommend that the Obsessions and Limitations start with the words "My" or "I". don't ask me why, but it seemed to help both Jessie and Dave get into character better.

Any comments or feedback?

I already said it in the I

David Donachie's picture

I already said it in the I sent last night, but I'll say it again, thanks so much for the Playtest, you rock :)

I have some specific questions about mechanics, some of which I think you've answered already, which I'll draft up afterwards if you have the time to answer them, but I'll go with the points you have here at the moment :)

1) I think this makes perfect sense, although it isn't the only reason that Solipsists are meant to form alliances, the other is that they need the drag of each other's limitations to prevent them vanishing into their own realities. Because another Solipist's limitations act against your own changes too then they help balance you out. Other Solipsists are like psychiatric drugs :)

I like the shared history idea though, I know things like that work in a lot of games. I have a playtest scheduled for wednesday without such a scene, I'll see how it would have helped people. The last one I ran began with a meeting scene but didn't get very far.

2) I was planning to use physical counters for infestation and tears, did you use anything of that sort?

3) I do agree about the judgement call thing of increasing difficulty for really outrageous things. It may not be in setting but it makes sense to *players*. I can add that to my guidelines section. How did you avoid the risk of GM fiat in the success or failure of the tests?

4) The Shadows as you played them sound exactly right to me! The plot I have sketched out has a horror vibe too, and I hope that this is implied in the text as well.

5) I love this and will include it!

I am concerned that character creation is hard, we found it hard too, even with some people experienced in indy games (though one has a hard time with *any* character design). Its odd for something that seems so simple on paper. I think more guidelines in the rules for what obsessions and limitations look like will help a lot.

My current guidelines for limitations look like this

  1. Each must start with 'I' or 'My' and describe some thing which prevents your vision from being realised
  2. At least one must describe an internal flaw which prevents you from going for your vision
  3. At least one must describe an external thing which you are too attached to to easily leave behind

Would such guidelines have helped you? Clearly I need more detail in the *why limitations* section as well.

I'll post more later

Thanks again!

Solipsist RPG, on its way ... eventually

In the cold light of morning

Carl C.'s picture

Here are my responses after having a bit to sleep on it:

1) That, I think was my player's (and my) stumbling block: How is this knowledge gained by the solipsists? Is it intuitive? Do they know each other on sight? Is it a learning process? Is it something they can sense if they're "unbalanced?" If so, then why are the number of Tears for each character held as a secret by the GM?

It's almost as if the first game session will have to be devoted to backstory and how each of the characters figured out "the rules" regarding their interesting situations.

2) We'd thought about using two different colored stacks of poker chips, one for the players and one for the GM. We didn't actually have anything like that handy, however.

3) I'm not sure I did avoid it. I went by my gut based off of how the players reacted to some of the stuff that Jesse was doing. If they seemed skeptical, I added one difficulty. If they broke out laughing, and started quoting Dragonball Z or other animes we're familiar with, I added 2 to the difficulty.

4) Good!

5) If you add in some examples of how Obsessions and Limitations are supposed to play off of each other, as well as what you have listed above, I think that would clinch most of the problems I saw in the system.

I think that Mike Holmes

David Donachie's picture

I think that Mike Holmes persuaded me that hidden Tears were a bad idea, so I have dropped that concept :)

Having a backstory scene for each character is interesting. I've left it deliberately undefined how Solipsists come to be. Are they always like that? Do they grow up as children changing things? Or is it not till later that they realise they are different? Do they even have childhoods, or is that an illusion? :)

I think some/many of these questions are answered in the more recent draft, which I am sending you now

Solipsist RPG, on its way ... eventually

That would be

Carl C.'s picture

That would be wonderful. I'll comment as soon as I get it.

Yay!

Carl C.'s picture

Oh, Gods yes, that's so much clearer!

One thing though: So any Limitations eaten away by Shadow become a Tainted Obsession: I must spread Chaos and Disorder? The Shadow then also corrupts Obsessions the same way?

Yes that's right, so as to

David Donachie's picture

Yes that's right, so as to avoid the problem that being eaten by the shadow makes your character less interesting by simply removing traits.

It might make more sense of course if the chaos and disorder you have to spread are related to the sort of shadow that tainted you

Solipsist RPG, on its way ... eventually

Uh-oh!

Carl C.'s picture

No character sheet in Solipsist-5.

:-(

Character Sheet

Gregor Hutton's picture

...is here.

I should say that it's hand-drawn, but that's OK as it's just for playtesting. :)

Character Sheet

David Donachie's picture
Carl C. wrote:

No character sheet in Solipsist-5.

:-(

As Gregor said it was something he added, what I sent you was the raw text, not the laid up version, I rely on Gregor for that :)

Solipsist RPG, on its way ... eventually

By the way, did you ever

David Donachie's picture

By the way, did you ever find those character writeups and plot summary?

Solipsist RPG, on its way ... eventually