hi, could i get some recommendations for ttrpgs with strong worldbuilding that can be played solo?
i'd especially appreciate something in a sort of cyberpunk dystopia setting, but that's optional, really- any kind of fantastical setting is fine by me :)
THEME: Solo Worldbuilding
Hello friend! Not much in the cyberpunk setting specifically, but I've got a rec or two for you!
Exclusion Zone Botanist, by Exuant Press.
YOU ARE AN EXCLUSION ZONE BOTANIST.
GET IN. DISCOVER AND DOCUMENT. GET OUT.
Officially it's known as the North East Unified Containment & Sylvan Exclusion Zone 502-H, but everyone in the Bureau just calls it the EZ. The heavily forested 103 km2 area has been sealed off for years, slowly mutating the land, and anything that dares enter its borders.
Created for the One-Page RPG Jam 2022 and inspired by The Colour Out of Space by H.P. Lovecraft and Annihilation by Jeff VanderMeer (@jeffvandermeer). Exclusion Zone Botanist is a solo drawing hex crawl game. In this game there are no hit points or skill checks. You are exploring and drawing. Each in-game hour you'll be walking deeper into the dark forest of the Exclusion Zone, hunting for new and unusual plants. If you discover one, you'll stop to sketch it in your notebook along with a description and name.
This game is has concise rules and a hex crawl to guide your character as they search for unusual plants. You play on a clock, creating and documenting plants as your character ventures further and further away from safety and the chances to return unharmed. You’ll primarily be designing the plant life of the zone, but the plants of this area may become a stepping-stone to a broader design of the world itself!
Journey, by Graycastle Press.
It’s time to leave on a grand adventure. Are you ready?
Journey is a solo roleplaying game that puts you in the role of an explorer in the worlds of your own creation. Discover new details of these amazing places and gather new inspiration from what you find. Journey is both a useful exercise in creativity and an enjoyable gaming experience. This book is a new tool of imagination, a vehicle of creativity that has the capabilities to guide you deeper into the ephemeral locations and spaces of your own creation and help give them greater depth and form in both your mind and work.
This is a game that allows you to decide the setting before you get started, and can include an entire planet, or a single room. You will also create a traveler who will travel through this world, detailing it as you go. Journey can be played solo or as a group, rolling dice to determine the types of people, places, and things that you can explore, called Waypoints. These Waypoints will be filled out using prompts generated by drawing cards from a deck. Using a combination of oracles and imagination, you’ll find yourself with a unique world by the end of it!
Solstice Grounds National Park, by tallywinkle.
Solstice Grounds National Park welcomes you. Breathtaking mountain views, sandy beach, and an expansive forest: there is so much here to explore.
Solstice Grounds is a solo journalling game where the player visits a beautiful and bizarre national park. It uses a simple journalling system, providing keywords and weather prompts, and a hex grid map to spark your imagination; you're sure to have a memorable time in the park.
Using a combination of keywords and a hex grid, each new place on the map is an opportunity to describe the world around you. This game is a twist on Evergreen Wilds, which is also a solo game about park exploration, without the inclusion of strange or bizarre happenings. This is great for an explorer who likes their nature with a little bit of whimsy.
Winsome Heartwood, by The Spinel.
You awake in an old lodge, in the centre of a housing estate beside the sea, with no memories of the estate or how you got there. Nothing about this place seems right, like a world viewed via an angled mirror. Welcome to Winsome Heartwood.
In this solo table-top RPG you will explore the Winsome Heartwood estate using a single D6 and a standard 52 card deck - searching through its buildings, mapping its roads and recording the experiences you have.
This is both a map-making and a journaling game. You will start at the lodge of the Heartwood, and travel the roads throughout the estate. Each new road will spark a new roll on the d6, to determine the number of buildings around you. If you choose to enter a building, you will mark it on your choral, and roll to see if you find something. If you do find something, you reveal a card from the deck to determine what it is you find. The end of the game is determined once you reveal all of one kind of face card, and depending on the face cards revealed, the ending will differ.
High and Low, by Julian.
A Cyberpunk roleplaying game for 1+ players. You play an elevator moving all kinds of people up and down a high-rise. You need a standard deck of playing cards and a six-sided die.
While High and Low is very simplistic when it comes to mode of play, I can see a potential for world-building when it comes to creating the characters who step into the elevator, as well as the advertisements you will generate for each passenger. You can ask yourself questions about the kinds of jobs or daily routines of the folks using the elevator, as well as fill out parts of the world according to the ads you decide to create. It’s worth checking out!
Voyage, a Mapmaking Game, by Brendan McLeod.
Set sail! Voyage is a mapmaking game about a journey across the seas. Catch the wind, make discoveries, and draw your map as you chart your voyage. Will you discover an uncharted island? Dangerous pirates? Haunted treasure? A big whale?
Voyage is written to be played either on your own or with any number of your friends, and works well as a standalone game or as a side game in the middle of an ongoing campaign.
This game uses a deck of cards to provide details about people and places, while the d6 tells you something about your sailing conditions. You (or your crew) will describe the kinds of events they experience and how each event plays out, providing a narrative alongside the world-building experience. If you want a game that gives you a detailed ocean with treasures, memorable characters, and various ports of call, you might want to check out Voyage.
A Visit to San Sibilia, by Jimmy Shelter.
This city never changes, this city never stays the same. Close to the coast in a river delta, San Sibilia’s sprawling districts are connected by rambling trams and ramshackle ferries. You may have read about San Sibilia once in a 20-part encyclopedia in a dusty shop around the corner, but haven’t been able to find the bookstore since.
A Visit to San Sibilia is a solo journaling game in which you roleplay a character chronicling their visit to the city of San Sibilia. It is a city not found on any maps—San Sibilia is both part of and distinct from our world. The city manifests itself differently to every visitor.
This game follows the story of a singular character, unveiling the strangeness of a city that jealously guards its secrets. You are creating a world through the experiences of one person, with the conceit that the city presents itself differently to each person. This might make for an interesting replay, if you choose a different kind of person for your second play through - and the city might grow and change with each person who visits.
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Acceptance // Jeff Vandermeer
The Southern Reach trilogy is not your typical easy breezy beach (or boat) read. It’s actually quite dense and involved. You have to be completely within the world to completely grasp what you’re reading. Despite being heavy and technically difficult to read at times, the story draws you in completely.
The world building that Jeff Vandermeer achieves is mind blowing. You fall in love with and find common ground with characters— when you might not even know their names. It’s creepy and beautiful and unsettling in the best way.
I’ve spent my quarantine at home and not on a boat, but I’ve jumped right back into a reread of these books. It’s just as enthralling the second time around.
This series is a must read for any fan of science fiction, contemporary fiction, fantasy, thriller, adventure, or mystery. It’s everything you could ever wish for in a book and more. Vandermeer is constantly spinning together the storylines of forgotten and forged pasts to collide in a faraway, yet familiar Area X.
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