First my thanks to Crystal Star, for giving me the final nudge to discover the world of reviewing here, without which my avoidant procrastination would remain a powerful ward against my doing so.
I'm rating at 5 stars, since the range spans Bad to Good.
(If the range was from Poor to Excellent, then 4 stars would be also correct.)
Spotted just one typo error, I think:
at the top of page 4, I think the first characteristic at the top of the right column was meant to simply be 'REFLEXES', and not 'ENDURANCE REFLEXES'.
I welcome solo adventuring.
Much of roleplaying is typically associated with group gaming, and loners like me often may not get more satisfaction.
We actually prefer to enjoy studying the stories in the game adventures, campaigns and settings, over the grind of statistic blocks and game mechanics.
A solo system like Chronicles of Arax actually feels more personal to me, since the focus of gaming material really is on that one player (oneself), instead of just one of many players whose characters are classified and categorised for further technical processing of details, i.e. skills, feats, equipment etc.
The unavoidable simplicity of catering to just one player also has the unexpected endearing effect of ordering more freedom of play.
For example, abilities gained with advanced adventuring (Page 8, right column, bottom) do not seem confined exclusively to fighter/rogue/mage/priest types; one's character can happily be more generic jack-of-trades.
Similarly with Special Skills, Equipment, and Artifacts and Relics.
Inevitably, comparisons are made to gamebook adventures, one of the most popular being Lone Wolf.
This nostalgia returns once one starts perusing the Bloodfyre Mountain adventure contained therein.
I like the meta-awareness in solo gaming, where as a player and character you know more information about every encounter entry, akin more to game master, than one of several in a party kept in the dark to the machinations of adventure plot.
This awareness gives more satisfaction, I believe, towards completing the adventure.
You know better what you're in for, why your character ends up that way, and you have, well, more fun.
But then again, the limitations of solo gaming: would simplicity become boring?
Will it turn into slavish dependence on subsequent adventure products?
Is there viable and effective scope for a solo player to do-it-yourself, doubling back on oneself in a game master role?
That is the challenge whose outcome remains to be seen, with a system like Chronicles of Arax.
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