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The Streets of Port Noir on Kickstarter: A New Chapter in Solo 5E Adventures - Interview

  • Writer: Michael G.
    Michael G.
  • 6 hours ago
  • 4 min read

Few creators have elevated the art of solo D&D storytelling like Obvious Mimic. Known for crafting immersive single-player experiences rooted in narrative choice and elegant design, the studio returns with The Streets of Port Noir on Kickstarter — a moody, rain-soaked adventure that blends high fantasy with classic noir atmosphere. We spoke with the team about the evolution of their solo series, the creative challenges behind Port Noir, and what lies ahead for their expanding 5E universe.


The Streets of Port Noir on Kickstarter adventure

A New Chapter in Solo 5E Adventures


What motivated you to expand your solo adventure line with The Streets of Port Noir—and why was level 5 the right time to raise the stakes?


We've been steadily going up in level since we released our first solo adventure, The Wolves of Langston. That debut gamebook was designed for level 1 characters, and each subsequent adventure has been for a higher level than the previous one. The exception to this pattern was our collection of solo adventure shorts, SideQuest, but all the full-length solo adventures have given a steady increase in challenge so that players can play a favorite character through a longer campaign.


Besides being just the next level up, we have also had many players ask for higher level adventures. Many group campaigns start to fizzle out around level 5 due to scheduling conflicts or other real-world concerns, so a higher level adventure gives players a chance to keep their previous characters going from group play as well as solo adventures.


Designing the Noir Experience


How did you translate the feel of classic noir stories into a D&D 5E framework while keeping gameplay smooth for solo players?


The noir elements are largely story-related. We take classic tropes like shady investigators, femme fatales, and a city in the grips of corruption and transfer those into a high-fantasy setting. Port Noir is a city where the rain never stops and the power of the eternal storm is channeled into magical systems that approximate some familiar modern technological conveniences. It has other uses as well, but that will be part of what is uncovered in the story.


As for gameplay, it doesn't change too much based on the setting. Checks and combat are still handled the same way as previous solo gamebooks, and we continue with our philosophy of "no guns in D&D." There weren't any cannons or pistols in our pirate adventure, The Secret of Oki Island, and there aren't any firearms here either.


Player Choice and Consequences


Every decision in Port Noir has weight. How did you structure branching paths and outcomes so they remain meaningful without overwhelming the reader?


We take a narrative-first approach to our solo adventures. Like a lot of RPGs in other media, we maintain a main storyline where it's up to the player to decide how to progress. Different paths reveal different insights about the story as the player progresses, or there are rewards and penalties based on choices made.


From Concept to Completion


As Obvious Mimic’s first full-length adventure, what production or narrative challenges stood out most during development?


This is actually our 5th full-length solo adventure, but each one poses its own unique challenges. With this one, it was combining the noir influences with something that feels like Dungeons & Dragons and creating art that does the same.


A lot of work also goes into developing characters, unique challenges, and interesting rewards that fit with the story we're telling through the player's experience.


What’s Next for Obvious Mimic


With Port Noir closing your Tier 1 series and opening new horizons, what future plans do you have for solo 5E content beyond this release?


We will continue to create content for higher levels, while also go back to Tier 1 to add more adventures that players can get started in. We are also working on a considerable update to The Wolves of Langston and create monthly solo adventure shorts on our Patreon, SideQuest by Obvious Mimic.


Thank you to the team at Obvious Mimic for taking us through the shadows of The Streets of Port Noir on Kickstarter. With its intricate storytelling, branching choices, and unmistakable noir flair, this adventure marks a powerful evolution in solo 5E design—proof that the genre can be as rich, emotional, and atmospheric as any multiplayer campaign.

About The Creator behind The Streets of Port Noir on Kickstarter


obvious mimic on kickstarter logo

Obvious Mimic is a small creative studio dedicated to designing solo 5E adventures that merge deep storytelling with streamlined gameplay. From The Wolves of Langston to The Secret of Oki Island, their projects let players experience the thrill of D&D campaigns on their own terms. The team continues to expand its narrative universe, inspiring solo adventurers around the world to roll initiative and tell their own tales.


Frequent Asked Questions

How does The Streets of Port Noir expand the solo 5E experience?

It builds on Obvious Mimic’s earlier adventures by adding deeper character choices, layered narrative consequences, and a distinct noir setting that gives solo play new emotional depth.

Do I need previous Obvious Mimic adventures to play Port Noir?

No — it’s a standalone story, but players who enjoyed The Wolves of Langston or The Secret of Oki Island will find familiar mechanics and tone.

What level should my character be to start this adventure?

Port Noir is designed for level 5 characters, making it ideal for continuing heroes from earlier solo or group campaigns.

Are there physical and digital versions available?

Yes. The Kickstarter offers both print and digital editions, allowing backers to choose their preferred format.

Will there be future adventures connected to Port Noir?

Absolutely. Obvious Mimic plans to expand both higher-level and new Tier 1 adventures, continuing the evolution of their solo D&D line.




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