Review By Karl Brown
Elminster’s Guide to Solo Adventuring (EGSA) is available through The DM’s Guild community content site owned by Wizard’s of the Coast. The author is not given in the PDF but looking on the DM’s Guild website I can see the author is Oliver Gibson. I think the publication date is May 2018 because this is when it was added to the DM’s Guild. The last update to the file was August 3 2018.
Elminster’s Guide to Solo Adventuring promises to allow you to play any adventure designed for regular play with a GM and several players by yourself. I have read this little booklet and used the instructions within to play through the first adventure site in the WOTC campaign book Storm King’s Thunder. I have enjoyed the experience very much and intend to complete Storm King’s Thunder as a solo campaign, so no spoiler’s please!
Before we get to the review proper consider the uses of ESGA and you’ll see its value. I have several D&D adventures and PDFs of even more. With ESGA I’m going to get more use out of adventures I buy. Furthermore playing solo through an adventure first seems like it would be a good way to prepare to run the adventure as a DM. A solo session can fill a rainy afternoon giving you another D&D fix or your only one if you don’t have a regular group. It allows DMs to play for a change. Finally, it provides another tool for playtesting home brews. It’s not a great tool for discovering if your new race of class is overpowered but it will spot glitches, mistakes, and unseen holes in your rules before you take them to your players.
The booklet is only $1.39AUD. For your money you get 10-page colour PDF with bookmarks. There is no print version. The illustrations seem to be taken from the packs of recycled WOTC art made available to those who publish on the DM’s Guild. The pieces chosen appropriately reflect the subject matter and are somewhat coherent in style. However some are awkwardly cropped and or have some of the text over them. The pages are on the standard D&D 5e parchment look background. If you did want to print, it would use a fair bit of ink but at only 10 pages maybe that’s ok. The PDF does not display properly on some PDF readers but reads fine on Acrobat Reader. What your really paying for though is the ideas within. For this reason it is hard for me to go into too much detail without giving away the essential content of EGSA for free. I’ll therefore focus on what it does and how well it does it rather than how it works.
Sales and fan ratings support my positive impression of ESGA. The GM’s Guild site rates EGSA an Electrum Best Seller. This high rate of sales could have been aided by the lack of solo adventures for D&D 5e until this year as noted by Bimler in the interview in this issue. At the time of writing this five buyers rated EGSA an average of four stars though some probably rated the booklet lower because of the display issue on some PDF readers.
The booklet opens with an excerpt from a Forgotten Realms novel. Mr Gibson makes good use of the property the DM’s Guild licensing agreement gives him to set the tone of the book and promote the book through the name recognition of Elminster. Really though this is not a Forgotten Realms book, it will work with any D&D 5e adventure on any world. Mr Gibson’s writing is informal yet to the point. The introduction sets expectations; this is not a perfect replacement for gathering friends around a table nor is it an A.I. that acts as a DM for you. It then outlines that EGSA tackles the standard framework for D&D 5e: the DM and player roles and the ‘three pillars’ of adventure: Exploration, social interaction and combat. After the introduction the booklet then outlines some tricks to help manage information flow as you fill both the player and DM roles. As well as the tricks Mr Gibson gives you I found writing an account of my adventure in first person present tense keeping pace with the action as I played a great help. Next pick your adventure, any published adventure you have not read; this booklet is in no way a stand-alone product. ESGA then has sections for each of the three pillars. The social and exploration pillars are handled in much the same way and I found the methods intuitive and easy to implement. Combat is easily adapted using the usual D&D 5e rules. Finally, the booklet gives you three different methods to ensure a single PC can survive encounters intended for a party of 4-6 PCs.
The following is a deliberately cryptic comment that hopefully will make sense once you have the booklet. I have noticed though is that while 3 is fast and easy to implement it effectively turns a -1 for an ability score modifier to a -6. After a couple of sessions I split the 2’s in two to replace 3 and that worked well. Unless your math obsessed though this probably will not matter to most players.
After more than 25 hours of play I found that solo gaming using a published adventure and ESGA works smoothly. Here’s a tip, if you pick one of the big hardback adventures from WOTC like Storm King’s Thunder or Out of the Abyss then the first chapter generally gives an overview of the adventure tells you who the real villains are and what they are up to. This takes away the fun of figuring it out for yourself so you might want to skip reading this chapter and start at the first adventure site.
At 10 pages and with its very informal tone ESGA is the kind of thing we are used to seeing for free in a fanzine like this or on someone’s website. However, the little systems in the booklet work well and enable you to play a published adventure by yourself as promised. The play experience is smooth and entertaining as you explore and develop the story much as you would playing with a group. With ESGA I will be playing a lot more D&D and getting more value out of the rest of my D&D collection. I certainly don’t begrudge Mr Gibson his $1.69, at that price ESGA is great value.
Review first appeared in RPG Review Fanzine.
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