When I buy board games, I look for ones that can be played solo, as most of my gaming is done that way. There’s a few games that are designed for a single player, mostly variants of traditional games like… Solitaire (with a deck of playing cards), or Yahtzee.
But more often, and more thematically, there’s co-operative games, where two to five players can take part, working as a team to defeat the game itself. Usually it’s a puzzle that needs to be solved in a limited amount of time, or there’s a set of instructions for monsters and obstacles that the players follow to simulate the opposition. If every player has one character on the same team, it’s easy enough to have one player as all the characters on the team, as long as you keep track of who’s doing what. That’s what I’m trying to add to Domino Writing-style USR here.
These two options build on the solitaire rules introduced last week, and expand them so you can play USR, or any tabletop RPG, without using a game master.
Co-Operative Play (no Game Master)
The rule for solitaire role playing (do what makes sense for whomever you’re playing as at that moment) can also be used for co-op role playing, where all players are taking the role of adventurers, and there is no game master.
If an adventure or monster description doesn’t provide an enemy’s combat tactics, assume its tactic is, “Move into position to make the most effective attack and fight until death.” The most effective attack is usually the one that does the most damage against the greatest immediate threat, though some enemies will take a few turns to enhance their abilities with spells or other powers before attacking.
The Recovery Action
To make an adventure more of a challenge, the player or players may want to limit the amount of healing available during the adventure. In combat (which starts when the first Initiative roll is made and ends when the last enemy is defeated), characters can use healing spells, medical kits and other healing available to them as described in the game’s normal rules.
However, characters cannot heal outside of combat, except for a Recovery action: The character instantly regains half his or her total Hit Points, round up. Recovery can be done only once per character per game session. For an adventure that lasts several days of game time, a character also regains all health each morning when he or she wakes up.
The Recovery action means characters can’t expect to eventually fully heal from even the worst combats, and means the player or players may even fail to finish adventure successfully, and lose the game.