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James Maliszewski
James Maliszewski

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Alone in the Dreamlands

On Thursday, I’ll be sharing another Dream-Quest character class — the shadow, my take on a thief-analog for the Dreamlands. However, today I want to digress a little into something inspired by my work on this project that has broader implications, both for the design of Dream-Quest and for roleplaying games in general.

The simple fact is that Lovecraft’s Dreamlands tales are not about adventuring parties. With very few exceptions, they’re about lone protagonists — Randolph Carter chief among them — who wander strange realms, grapple with mysteries, and pursue deeply personal quests.

That’s a very different model than the one most RPGs, especially those in the old school tradition, assume. In those games, the party is the fundamental unit of play, a band of companions pooling their skills and resources against the dangers of the underworld or the wilderness. By contrast, Lovecraft’s Dreamlands stories often resemble pilgrimages or vision-quests, where the hero’s companions are fleeting at best and his trials are ultimately his own.

This presents me with an interesting design challenge. On the one hand, I want Dream-Quest to be an old school fantasy RPG, complete with adventuring parties, shared expeditions, and all the joys of collective problem-solving at the table. That’s the heart of roleplaying for me and, I suspect, for many of you. On the other hand, if I want to stay true to the feel of Lovecraft’s stories, I can’t simply ignore the solitary journeys that define them.

That naturally raises the question: should Dream-Quest include support for solitaire play?

Solo roleplaying has been with the hobby almost from the very beginning. Tunnels & Trolls was a pioneer in this and TSR published several solo modules for Dungeons & Dragons in the 1980s. More recently, solo play has undergone what looks like a genuine renaissance. Journaling games, oracle tables, and other creative tools for playing alone have gained a devoted following.

If any setting seems tailor-made for solo exploration, it’s the Dreamlands. These are worlds shaped by imagination and dream-logic, realms where strange landscapes shift around the dreamer and where encounters often feel less like tactical challenges and more like personal revelations. Doesn’t that sound like fertile ground for solitaire play?

At the same time, my primary focus is still on Dream-Quest as a group game. I don’t want to wander so far into solo territory that I lose sight of the kinds of campaigns I most enjoy running, namely, shared adventures where unexpected choices, strange discoveries, and collective storytelling emerge at the table. The tension between these two models — Lovecraft’s lone dreamers and the RPG world’s adventuring parties — is too intriguing to ignore.

So, let me put the question to anyone reading this:

No decisions have been made yet. I’m very much thinking out loud here. Even so, I’d genuinely love to hear your thoughts, since it'll help guide me as I commit more effort to Dream-Quest in the weeks to come.

Comments

I have some interest in it, if only as an intellectual exercise. I enjoyed the Fighting Fantasy books when I was a teenager, so I can see there's an interesting avenue to explore there. Whether it's interesting enough for me to devote any serious time or energy on it, I don't yet know. But then that's true of a lot about this particular project.

James Maliszewski

I've never personally been interested in solo play--for me the social interaction is the draw, and I've been lucky enough for the past 40+ years to always have at lest a couple of willing souls nearby ready to play. That being said, it does feel like it could be a good fit for this setting, and there certainly seems to be renewed interest in solo gaming out there. I'm curious, since it's not clear to me from your post, how much interest do YOU have in solo play?

Aaron Kesher

Thanks for this. That's good for thought.

James Maliszewski

There has been a lot of interest in solo and 1 on 1 roleplaying in the last few years and I've experienced it be rewarding. While I prefer offline group play over any other option, Dreamlands (and cosmic horror too) as you say is a very comfortable setting for 1 player games and there is a large audience for it. So, I'd love to see explicit 1 player and/or solo material but not too heavily at the expense of group play. I also think there could be some interesting meta-takes on group gaming, where only one player is allowed to be a dreamer, and the other characters have special roles to play in the quest that give them useful, or misleading information/skills/backgrounds etc,. Is one of the players secretly herding the party towards a Moon-Beast stronghold to help rescue their beloved?

Sasha Bilton


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