The Ballard Of Big Sexy Map

Slow Play

I’ve been doing science. On twitter.

I’ve been running a series of silly polls where I gather votes to complete the statement “every ttrpg should come with…”

I think this urge came from me thinking about whether every roleplaying game, like nearly every modern board game, should come with a solo mode as standard.

Years ago board game designer David Turczi told me that adding a solo mode to games made various crowdfunded games they had worked on fund something like 50% more than others. Whenever this change happened (2017?), it became industry knowledge and nearly every board game that launched on Kickstarter would come with a solitaire mode of some kind. It was simply expected. There’s a huge base of solo players out there, and this was recognised by the people who made games and wanted their money. People made solo modes for their game.

Not always well of course. Some solo modes were tacked on with little thought. The feeling of a studio request that the designer just whipped up in an afternoon to just get this game gone.

And I’m sort of advocating for this.

I’d like everyone to add a solo mode to their rpg as standard practice.

I’d quite like to see some of the bad examples. The version of ‘stick a high score solo mode in there’ in a eurogame translated for an OSR game. Or suddenly your ‘cosy adventure game’ is a dexterity game. Or you do a Dark Fort style ‘random mapping and encounters until you win/die’ despite most of the game being about finding clues. I don’t care, I just want people to get inventive because of this kind-of-weird demand.

Eventually, if we do this, someone will do something really good. Solo modes in board games are so much better than they were 3 years ago. We can do the same. We’ll find all sorts of weird answers to whether all ttrpgs can be played solo, and if not, it’ll be fun to try.


Before I talk about the results of the random polls science that I did on twitter, here’s just a note to say I have some reviews coming out:

In Tabletop Gaming magazine, I have a two-pager on the new Troika! softback and The Big Squirm.

In Wyrd Science, I have a very healthy review on UVG2E. Previously it was a therapy session, now it’s a game. Pick up the next issue to discover why.

I’ve got an essay in a book coming up. But I’ll talk about that more another time. Maybe you’re in it too! That would be cool!


Anyway, the results.

I ran the set of polls with a ‘winner stays on’ approach. The options were completely arbitarily chosen.

To start with BIG SEXY MAP was the favourite. Later overtaken by FREE DIGITAL VERSION (you know, like a free PDF why you buy a physical copy). Finally, the ultimate winner (which won four of the rounds) was STARTER ADVENTURE.

The wins for most of these rounds were substantial. These ideas were the only winners across the nine rounds. I think we need to consider all of these things as important when creating RPGs. Can you make a stripped down digital version – even if it’s just to CTRL-F it for the GM at the table. You need a starter adventure. You probably don’t need a big sexy map, but I think it speaks to the kind of people who buy our games.

To briefly cover off other answers that got some sort of votes included: GM TOOL KITS, NO AI & ECO CREDENTIALS, A RECIPIE BOOK, PRE-MADE CHARACTERS, 200 PAGES OF LORE, COLOURING-IN PAGES, A NICE BOX, BONUS OR CONCEPT ART, A PHAT STACK OF CHARACTER SHEETS, NICE-TO-HOLD-TOKENS, A REALLY GOOD INDEX, A PHILOSOPHICAL STATEMENT, A BIZARRE LOOT DECK, 30-50 FERAL MINIATURES.

If I was looking at this list and wanted to seperate the thing you could actually have (which were supported well) I’d suggest these are the secondary things you should be including as:

I don’t think we need all of this in every game, but this could be considered the nice-to-have list. These probably tell you that, also, people who play our games would like things to be easier.

And finally, here’s the stuff that got zero votes: CUSTOM DICE, STATS FOR A GOBLIN, TOTE BAG, BONUS OR CONCEPT ART, USEFUL GM SCREEN, A 5E CONVERSION KIT, CHEAPLY MADE COSTUMES.

I suppose we should take the following from this. Sometimes I put funny things in there. I’m almost certainly not talking to people who care about 5E. And sometimes custom or bonus stuff can just feel a bit like being cheated out of the simpler, more svelt, option.

Below are links to some of the polls which I ran. Feel free to share an discuss them as you wish (#sexymapwasrobbed). If you have enjoyed this ‘analysis’ and would like to share it with your newsletter audience, please use the ‘cross-post’ option in substack.

Otherwise, I will be back soon with some ideas around the concept of games as metaphors (where I apply my rusty English lit degree) and maybe some hints at the next game.

Thank you for reading.


Round 1: https://twitter.com/CjEggett/status/1684914723433623552

Round 2: https://twitter.com/CjEggett/status/1685196068772839425

Round 3: https://twitter.com/CjEggett/status/1685564437153894401

Round 4: https://twitter.com/CjEggett/status/1685929984299253760

Round 5: https://twitter.com/CjEggett/status/1686340875113127936

Round 6: https://twitter.com/CjEggett/status/1686731043448004608

Round 7: https://twitter.com/CjEggett/status/1687096345386233857

Round 8: https://twitter.com/CjEggett/status/1687531363723837453

Round 9 (final round): https://twitter.com/CjEggett/status/1688477698832605184

Good Idea #2 – Tunnel Goons

Slow Play

10,000-Year Earworm to Discourage Settlement Near Nuclear Waste Repositories (Don’t Change Color, Kitty) by Emperor X, released 12 May 2014

the audiobook for everyone’s favorite generational worldbuilding game

In matters of sex, Philip Larkin was late getting away. On his 23rd birthday, he wrote defeatedly to Kingsley Amis: ‘I really do not think it likely I shall ever get into the same bed as anyone again because it is so much trouble, almost as much trouble as standing for parliament.’ His 2014 biograph…

Good Idea #1 – No Hexes, No Masters

Slow Play

No measuring tape, no hexes, no masters

I’ve recently had the pleasure of playing the new Adventures of Robin Hood (Kosmos) board game. I covered it back in issue 55 for Tabletop Gaming magazine.

I interviewed Michael Menzel for the piece. You can watch the public version of that interview (which was quite early in the process) below.

The Good Idea here is that instead of using ‘spaces’ for your characters to move through, or asking players to get the measuring tape out to show how far Robin or Little John has moved on their turn, the designers provides five meeples for each character. Of these, there are three with elcongeded bases that reach out right behind them.

To move players place these end to end, and then place a standing meeple at the far end to show their final position. There’s also a ‘sprinting’ meeple for moving even further.

The Good Idea is that there’s no abstraction on the board. No need for a graphical layer over the beautiful art. If we play games (now) in part to avoid the digital world and the deluge of data someone has decided is necessary, then this is an example of leaning in to the physical facts of board games and making the most of them.

The Good Idea here is an extension of the rule: “no plus one swords”.

Flesh & Blood Trading Card Game | The Adventures of Robin Hood | The One Ring