I’ve finally released CRGE! It’s a complete, concise system for playing roleplaying games without a GM. CRGE has been worked on for well over two years. Possibly three or four, but I didn’t put true pen to paper until just over two. I have refined it as best I could. Polished it until my eyes bled, and playtested the heck out of it.
It’s tiered as a system, which is a design I am immensely proud of because I’ve found that solo roleplayers are immense tinkerers. For my playstyle I have built what I feel is my personal suite of tools for what I feel is a darn good roleplaying experience.
Back to the tiers. The first tier is a “yes or no” question answerer. Very simple in concept, but my idea was to keep pushing for the unexpected. For example, you could ask “is someone standing outside my window watching me?” and get an answer “No, but…” someone is definitely watching you. Or you could get “Yes, and unexpectedly…” the scene changes. It’s all about shaking things up, the way I feel a GM would.
The second tier is focused on making scenes and story threads mean something. It ties back to getting unexpected answers. So, you might learn that the next scene something big is going to resolved. It won’t be apparent until you land on that, but things are always being pushed towards meaning and resolution. Almost like a system built around Chekhov’s gun.
Finally, I try and put this all together in to a framework where you can play a concise story. I was always frustrated at my early attempts at solo roleplaying because I felt I was meandering in a sandbox. Things became too complex and too realistic (in that Sisyphean-type way). I wanted a story with resolution and meaning. I wanted to play in chapters, not endless tangents. Hopefully I conveyed a way to bring it all together.
Anyway, if you are like “how could this possibly work?”, download it for free, and there is a complete example in the appendices. If you like what you see feel free to leave feedback or throw a tip my way.