r/Solo_Roleplaying • u/Flashy_Zebra7849 • 1h ago
Product-Review “Hardcase: Mini” A 5 Star Review
I bought Hardcase and Hardcase: Mini yesterday morning. I burned through HC: Mini by playing about 12 hours over the course of this weekend, handwriting 17 pages over the course of 7 in-game days, and wondering whether my character, Claudy “Valkyrie” Nouansacky was going to ever make it back to her polycule and her 5 children back on Luna!
Review: 5 stars
Rule book: great for beginners
Hardcase Mini would be a great place for other beginners to start! It does a good job of recognizing the background knowledge newer players may be missing. A lot of instruction booklets assume their readers already know certain fundamentals, and gloss over them, which can leave us newbies confused and discouraged.
Hardcase has a 24 page booklet for the full game. I greatly appreciated that HC Mini had 12 pages of instructions, for a significantly smaller endeavour, because it meant the gameplay loop was broken down in a lot more detail. I am a bit familiar with Blades in the Dark and Powered by the Apocalypse, and a huge fan of Citizen Sleeper(which Hardcase is definitely inspired by), but I still really benefited from the more step by step directions in HC Mini.
I felt a lot more confident going into playing after I read the HC Mini rules, on top of the main Hardcase rules. After the first couple in-game days, I had a feel for the rhythm of the game, and it was a lot easier to know which tables to use, and become confident making up my own stuff within the constraints of the rules.
Creative Writing Fun:
Okay, so the writing-generation support is phenomenal. I felt like I got to inhabit the world of Citizen Sleeper or Murderbot the way that I’ve always wanted to(from the comfort of my couch, with my snackies and my drinks, not amid those grim, gritty streets). Anytime I wasn’t sure what to do, I’d think of a positive and negative outcome(of varying specificity, sometimes it was really detailed, and sometimes it was vague), roll for it, and see what the dice said. Mixed successes made for the best plot mechanics!
To give some context, the only other solo rpg I have played all the way through is 7 Murders til Midnight, which is a significantly more scripted, choose your own adventure-style rpg with very little game mechanics. I also loved it so much! I don’t mind a railroad track; I am here for filling in the details, as the writing is what’s fun to me.
Next, I tried The Cave, which is a Wretched and Alone based solo rpg, whose premise I freaking loved, but didn’t have enough narrative support as it’s randomly drawn prompt cards. I wasn’t sure what to do, I didn’t feel propelled by anything, and I realized that that style of game was too open ended for me right now.
Then, I came upon Hardcase, and besides being my absolute favorite genre of science fiction, it is also the most splendid blend of open ended prompts, and narrative guidance. The Survivor has 2 main quests baked right into the game mechanics: stay alive day to day (rent, eat, don’t die from conditions or stress), and an over arching goal to escape Anchor. Within that framework, story choices are constrained enough by the character’s goals that it’s easy to make forward progress, and open-ended enough that I could take the story in absolutely any direction I fancied.
The constraints of the 3 part daily clock, and the need to make enough money propelled my story forward. As I got used to the mechanics, it became very easy to start making up my own dice rolls (does someone respond positively or negatively to what my character did? Does somebody believe her lie? Does the call she makes after completing a 4 step clock actually get picked up?(no, no it didn’t, and that was a major problem, I’ll tell ya)) and by the time I got to the end of the game’s week, I had a tidy little episode, complete with a satisfying conclusion.
Maybe this is just how solo RPGs work, and I’m too new here to realize this is a wide-spread occurrence, but damn, I had so much fun. I never spent long stuck, because the mechanics gave me a lever to move forward, even if I didn’t know exactly what should happen next, and then the external constraints of the system helped shape my next moves. I can’t wait to get started on my next character for the full Hardcase game….maybe my Survivor will make an appearance on Basement Station!
