Publisher: Synaptic Labs
Year Published: 2018
No. of Players: 1–6
Playing Time: 30+ minutes (really, you set your own limit)
game (RPG) friends and had to discuss who was going to have to game master
(GM), then Lone Wilderlands is a game you’ll want to check
into: an RPG designed for 1–6 players. Yes, an RPG designed to be played as a
solitaire, or solo, game. And that doesn’t mean a player and a GM.
running an adventure and encounters is an important part of the game. The GM is
a major part of any RPG because that one player sets up the framework of where
all the other players are involved.
the basics so I can focus on what makes Lone Wilderlands different.
explored. The setting within this world varies for the game you are
playing—more on that later.
roleplaying with other players and non-player characters (NPC) can still do so.
Of course, when playing solo, this interaction will be more about the skill
checks. If you have willing players, one player can take on the NPC while the
others play their characters through an encounter. You can take notes on the
newfound acquaintance for your characters and build a gallery of NPC
encountered and their traits.
an important part of an RPG. Players new to RPGs will want to take a little
longer in character creation. Those who have played RPGs will find the system
is a skill-based system with a number of minimalist elements. An experienced
player may want to pre-generate characters that can be used. Also once you have
developed your character it can be used through multiple gaming sessions.
skills and advance in experience as they complete the encounters and quests.
developing the characters may not seem like part of the game. But, experienced
RPG players will usually tell you developing, creating, and maintaining a
character can be as much fun as when you are playing the character on an
apply their training in combat or other encounters, it is all based on the use
of a single d20. This is not a d20 system, it only uses a d20.
up in two small rule books of about 50 total pages that fit in an oversized
card pack. The rest are cards. There are about 75 cards divided up into
different decks. The cards take on the role of the GM.
types of cards: Wilderland, Adventure, and Quest. They are set out in different
piles so you can draw the appropriate card when desired.
your home town, you draw a Wilderland card. Wilderland cards determine
information about the terrain and some of the possible events in the area. You
might find yourself enjoying a sunny day, or encountering a raging river. You
can come across other people, ruins, or other links to adventures.
direct you to draw an Adventure or Quest card. The adventure cards provide more
details of what you have come across in your travels. The Quest cards provide
greater opportunities for your character. The Quests are subdivided into
different categories depending on where you’re currently at.
played using hex mapping and can take characters across a continent or through
in Lone Wilderlands allowed for quick and easy play. The cards
gave enough variability to allow for a good gaming session. After having
developed a character or characters you have a system you can be easily
re-entered for additional gaming sessions.
with a single character or an entire party. Or, on your own one time and with
friends the next. Lone Wilderlands has nice flexibility.
are not a lot of physical components, so the artwork is also limited. As the
storyteller of your own adventure you can create a setting as you desire. I
recommend taking notes for the locations the same as taking notes for the NPCs.
This will help you build a game world as you continue your explorations.
|Other Wilderland Cards|
- Lone Wilderlands makes a great
cabin game. Everything fits into a single box (there is even room for the d20)
that can easily be packed away or carried. No preplanned adventure is needed to
- There are times it is
nice to have everyone playing a character and not have to decide who is going
to create an adventure and GM.
It reminded some of the people in my gaming group of randomized adventures and
maps we used to run using some the earliest RPG systems.
pre-planned adventure, the only time requirement between sessions is any
character maintenance needing to be done. The game allows for easy character
maintenance that can be completed at the end of a session. To start the next
game all that was needed was a quick refresher of what you had for character
notes, recent location, and you’re ready to start.
at their site or The Game Crafter.
|Some Quest Cards|
- Everyone-Play RPGS
Daniel Yocom – Reviewer
Daniel Yocom does geeky things by night because his day job won’t let him. This dates back to the 1960s through games, books, movies, and stranger things better shared in small groups. He’s written hundreds of articles about these topics for his own blog, other websites, and magazines along with stories, after extensive research. His research includes attending conventions, sharing on panels and presentations, and road-tripping with his wife. Join in the geeky fun at email@example.com.
See Daniel’s reviews HERE.