My first solo play session was attempted using a published adventure module (the Hero Kids “Basement o’ Rats” introductory adventure). I had fun — I was able to use a simple d6 yes/no mechanic to pose questions and emulate GM responses — but I also had enough foreknowledge (and inexperience) that it was too confining compared to more free-form, generated-on-the-fly sort of play. And that’s the problem, right? Modules are published for GMs, so they’re chock full of great stuff that absolutely spoils things for the players if they come into such knowledge before the proper time. As a solo…
AD&D
I’ve posted about my role-playing roots here before, but to give a quick recap: I’m basically a n00b. I actually got started out reading DragonLance novels, which naturally lead into D&D miscellany, but other than a few feeble attempts to play at a relatively young age and a few more feeble attempts at NWoD as an adult (interspersed with some Shadowrun in the intervening years), much of it is new to me — even the old stuff. My D&D-specific gaming experiences lie almost solely in the 1994 boxed set of The Classic Dungeons & Dragons Game, though I recall reading through…