Wednesday, August 07, 2024

RPG Duel

Playing an RPG solo has got me thinking about something. One of those things that is currently "all the rage" among recent board game trends is "Duel" versions of board games. This is when a game that is normally better at higher player counts is redesigned specifically for two players. Some examples of these are: 7 Wonders Duel, Splendor Duel and the upcoming King of Tokyo Duel (which I am pretty excited about.)

  
  

My thought was this. How would I go about designing an exclusively 2 player RPG? Could I create a worthwhile "RPG Duel" experience? Such a game to my mind would have a turn structure that required each player to constantly alternate between the role of protagonist character (PC) and game moderator (GM). How could I make something like this work? Could something like this work?

D&D adventure modules for one player and one GM do exist, but they don't change the game in any meaningful way. When I think of a "duel" version of a roleplaying game, I think of an exchange, a back and forth of player responsibilities shared equally on both sides ... a duel.

There are a good number of Solo RPG designs out there. I believe that my Duel style RPG would need to borrow heavily from those. The goal would be to create a shared solo experience that retains the benefits of an active and impartial game moderator at the table. Can that be done? Is "RPG Duel" possible?

Here's the elevator pitch / mission statement:

RPG: the Duel is a role-playing game for two-players. In RPG: the Duel, each player takes turns alternating between being the active player or being the game moderator. When it is player one's turn to be the active player or AP, player two is the game moderator or GM. As soon as player one passes their turn to player two, player two becomes the AP, and player one becomes the GM. RPG: the Duel's systems are designed around making these transitions playable and fun.

  • In what ways will I need to alter traditional RPG systems to facilitate this style of play?
  • What new systems will need to be introduced?
  • What are the greatest hurdles to this style of play?
  • Are there things that I can do in the Duel format that wouldn't be possible in other RPGs?

I've given myself some things to think about. No worries. This kind of puzzle is my happy place.

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