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Cover of Wolves of Concrete and Glass: A Solo Urban Fantasy Adventure

Wolves of Concrete and Glass: A Solo Urban Fantasy Adventure

Solo RPG · by Creative Concepts · in English
On Quisicosas since 17 September 2025
Featured in the newsletter of 17 September 2025 (on Substack)

What it is about

Every Creative Concept solo adventure is different, with its own unique card meanings and events, making a "core" book unnecessary. Wolves of Concrete and Glass A few years ago, werewolves were outlawed in the city limits. They were still permitted to roam the countryside, but urban centers were deemed too dangerous; one bite could spread the curse through densely packed neighborhoods. The wolves of the city did not accept this exile. They hid their nature, moving carefully through the night. Months ago, the laws shifted. Restrictions eased. In secret, the mayor struck a fragile bargain with Cora Winters, matriarch of the inner-city packs. That pact is now fraying, and its renewal is uncertain. Hunters have poured into the city: federal operatives with licenses to kill, freelance hunters with no legal standing, and vengeful killers with personal grudges. They stalk alleys, rooftops, and forgotten corners, looking for packs or strays to trap, to cure, or to destroy. But werewolves are not prey. They have families, mates, children, and blood-sworn bonds. They defend their own. They are territorial, cunning, and lethal. And now, you’ve entered the city. A hunter on a mission to track down feral wolves and blood-drunk killers before the disease spreads. Just a normal human. Or maybe more. Materials you will need. You will need some simple items as follows: • A Standard Deck of Playing Cards (with Jokers): I own several decks with different face card themes. You can use a standard deck or a unique one to play solo games with themes. Every card will have a different meaning as you draw one. They produce the adventures to start you on your way, a side quest, a discovery, how your character may feel, or people or creatures you will meet along the way. • Paper and pencil, or a writing program: I prefer a writing program or a spreadsheet to log in order to enter your ideas as you travel the world. Now, before you begin, you have to decide who you are: 1. Are you a trained hunter, or a regular citizen who has become a hunter? Are you an adult, a teenager, or older? What’s your gender? How well do you know the city? What weapons do you carry? 2. Choose Your Role: Do you have connections? Part of a team? A solo avenging hunter? Any bad habits? A risk taker or risk avoider? How dedicated are you to protecting humanity? Do you suspect someone or someone you know who’s turned? Know someone who’s been a victim and passed? Are you brave, realistic, or afraid of many things? 3. Prepare your Deck: Shuffle your deck of playing cards and place the stack face down. With your character’s nature made, your role in the story selected, and your cards ready, it’s time to start your journey. Gameplay: Each card creates a new event or discovery for your character; make sure to chronicle them in order. A series of turns of fate may reflect on the card you have, two cards later. 1. Draw a single card at a time from the deck. Begin by drawing a card, specifically a card from the Club suit, and it sets you on the adventure. Reshuffle the deck with the cards drawn before drawing the first Club, and continue. 2. The prompts below will tell you the card’s meaning by number and suit. Try to imagine the scene with all five senses. 3. Write your entry describing the moment using your senses. Imagine it’s a scene in a movie, comic, or novel, and play with it. Use that imagination! 4. After writing down your scene, draw the next card to continue your adventure. When you reach the end of the deck, you can either imagine going back to where you started or use it as a cliffhanger for your next story after you shuffle the deck. You just completed “Book One” of your adventure. 5. Even though this is a solo adventure, you can bring your friends along and have them as part of your group, and all of you write your part in the adventure separately. Careful, their character may not be trusted! Watch your back.

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