Gavin Pierce · Madison, Wisconsin

Odds & Ends

Why I Won't Play a Campaign Alone

August 16, 2026 · by Gavin Pierce

Illustrated portrait of Gavin Pierce

I own solo modes. I’ve played plenty of them, a quick automa opponent for an evening when nobody’s around is a genuinely fine way to spend an hour, and I don’t have a strong opinion against that specific thing. Where I draw a real line is a full legacy campaign, the kind that wants ten or fifteen sessions and permanent consequences, played entirely by myself. I’ve been offered a few of these as a birthday gift over the years, well meaning, since people know I read and play constantly, and I’ve turned every single one down.

It took me a while to actually articulate why, since on paper it sounds like exactly the kind of thing I should love. I like systems, I like watching a mechanism click into place, and a legacy campaign is basically a very long, very patient mechanism. What I’ve landed on is that the specific pleasure I get from a good campaign isn’t the mechanism by itself, it’s watching someone else’s face when the mechanism does something they didn’t expect. Devon groaning when a card he’d been counting on gets permanently destroyed. Ruth, mid-critique of the box insert, suddenly going quiet because a story beat actually landed. That reaction is the payoff for me, more than the mechanism itself, and playing solo removes the only part of the experience I actually show up for.

There’s a colder, more practical version of this too, which is that I already spend a lot of my working life alone with a set of drawings, checking my own work, catching my own mistakes, making decisions nobody else is in the room to react to in real time. It’s fine. It’s the job. But it’s not what I want from the hours I’ve deliberately carved out afterward. If I wanted more focused solitary problem solving I could just stay at my desk another hour, and some weeks I do. Game night exists specifically because it’s the opposite of that.

I’ve noticed this shows up in how I review things too, this pull toward noticing when a game is quietly running everyone in parallel instead of actually together, a bunch of people each managing their own little system next to each other rather than with each other. It’s not automatically a flaw, plenty of great games work that way and I still enjoy them fine at the table. But it’s the thing I clock immediately now, the same way Ruth clocks a bad sightline before she’s finished her first turn, because apparently we both carry our day jobs into the hobby whether we mean to or not.

So the solo mode stays a Tuesday-night-alone-with-nothing-better-to-do option, and the campaigns stay something I do with actual people across the table, even when scheduling five sessions with Devon and Ruth over a few months is genuinely more logistically annoying than just doing it myself would be. The annoyance is sort of the point.