Thoughts on playing RPGs solo

April 17, 2026

I’ve got an itch to play an RPG solo. Not a tabletop tactical game like Sellswords and Spellslingers (A very fine game!) but something like White Box or Beyond the Wall. Over the years, I’ve looked into using Mythic GM emulator but found it kind of off-putting. I’m sure it works fine. People seem to really like it. But, a person like me, who is not very creative in a literary sense, will find it to be a real chore to use. There is another product called Old School Solo which also accomplishes the task in a more simple way but, it still has that same creativity problem that I find tedious. After doing more research, I think I’ve spotted the forest through the trees.

The Story Arc

Rather than letting something like Mythic guide the story in a random direction, letting fate take you where it may, create a general story arc. Start with a simple setting like a small village where everyone knows your name. Maybe your character has a couple of friends (NPC adventurers). Create the entire story arc you want to play for this section of the campaign. Think of it as a series of modules tied together. A fine example that did this well was the Babylon 5 science fiction TV series. The entire series was planned out and the shows were written to fill in the details. Yes. It’s a series and not a game but the principles remain the same. It worked very well for this wonderful series and should work well for any RPG campaign.

Filling in Each Adventure

At some point, you will have to introduce randomness to make exploration of each adventure episode more interesting and unpredictable. You will probably have a feeling for what each adventure will be like so using a simple D6 emulator will probably be enough for you and should be easy enough to use, even for a an uncreative person such as myself.

Whenever you need some random input, you can ask a simple yes/no question and then roll a D6.

  1. Emphatic No (No, and…)
  2. No
  3. Weak No (No, but…)
  4. Weak Yes (Yes, but…)
  5. Yes
  6. Emphatic Yes (Yes, and…)

You can adjust the probability by rolling extra dice and skew toward the probability of the answer. You might roll 2 dice and take the best/worst for improbably or 3 dice and choose the best/worst for very improbable and so on.

Here is an example: If you are looking for the boss-enemy and are at the gate, you might ask, “Is the bad guy here?” This situation might be very improbable so you roll 3 dice and take the worst outcome. Lets say, one comes up a ‘1’ (No, and…). So the boss is not here and the guards are eyeing you up suspiciously.

Lets say you made it to his private chambers, then maybe the chance he is there is probable so you roll 2 dice and take the best. If one of those was a ‘6’, your answer might be that he is there and he is alone. A ‘4’ (yes, but…) might be he is there but there is also a guard or two there as well.

Prompts

Sometimes, there will be a situation where you are not sure how the story should proceed. There is concept called a prompt or muse table that you can use to help with this. It is essentially a table of categorized prompts that you can randomly choose from based on the situation. If the first prompt, usually in a single word, does not help, keep it and roll for another word in a different, applicable category. Keep going until you can figure out how the situation could go based on your collection of prompts. Usually you can resolve the situation within 3 prompts.

I won’t list a table here but there is a free solo emulator called 1 Page Solo that has a muse table as an example.

And that’s the way it is!

As you can see, solo play does not have to be complicated. You are playing an RPG, and these sorts of games do require a bit of prep. Beyond the Wall touts itself as a low prep game, so that will likely be the way I go for my solo game. Most of my ideas are untested thus far. If you do give these ideas a try, I’d like to hear how they worked out for you.

Until next time, good gaming!


OHW 3-Hit rules updated

February 25, 2026

I’ve updated all of the rules variants to reflect minor changes and certain omissions from the original rules by Mr. Thomas.

  • Units only take a morale penalty of -1 upon receiving their second hit.
  • You can now shoot into melee if it is a new melee…as in, it is the defending unit was not in melee contact at the beginning of the turn and the shooting unit has a clear line of fire/sight to some part of the defending unit.
  • There are now line of sight/fire rules including shooting from a higher elevation.

All of the rules so far can be found on the OHW tab above or right here.


Three Line Defense

February 16, 2026

A week and a half ago, I managed to get a game in using the One Hour Wargames rules and my own 3-hit modification. I randomly determined a scenario, which came up The Three Lines. This is a defensive scenario which has Red with an army of 4 units defending a bridge followed by a game between 2 woods and finally a hill. Blue has 6 units that enter the game on Turn 1.

Red Army consisted of 2 infantry, 1 cavalry and 1 gun battery.

Blue army consisted of 3 infantry, 2 cavalry and 1 skirmisher.

Red setup with an infantry forward guarding the bridge, the other infantry unit and the cavalry unit guarding the gap and finally the artillery occupying the hill.

Blue moved up initially with all 3 infantry units moving online across the river. The Red infantry and artillery managed to score hits on two separate units. Blue did pass the subsequent morale checks on their turn and returned fire scoring only 1 hit. However, red was equally unlucky and failed a morale check, forcing the lone red unit back a half move.

Blue crosses the river

Blue took advantage and pushed units across the bridge. Red wasn’t having any of it and managed another hit. Soon the first Blue infantry took its 3rd hit and was removed from play, only to be reinforced by Blue’s last infantry. Eventually, Red’s 1st infantry was destroyed but they seem to have over performed causing a fair bit of damage.

Red gets pressed back
Red gets pressed back

The light infantry managed to get across the river but was hit by artillery fire and had to retreat to the river bank. It would rally and occupy the left section of woods delivering fire on the Red infantry unit covering the gap. Blue’s main line did advance but a 2nd Blue infantry unit was destroyed int he process. This left 2 cavalry and 1 infantry unit to do the heavy lifting.

Not looking great for Blue

The 3rd blue infantry traded blows with the last Red infantry unit but eventually quit the field first. The red infantry w soon finished off by a Blue cavalry unit. The Blue and red cavalry units clashed back and forth. One of the Blue cavalry units was destroyed before the red cavalry unit quit the field. This left the artillery in possession of the hill and the 1 cavalry attacking from the front while the light infantry positioned itself on the flank.

Blue manages to turn things around. The battle hangs in the balance.

At this point, it was the end of turn 13. With only 2 turns left, it did not look like Blue could prevail. It was a narrow victory for Red.

Blue falls short.

So, there are two things I assumed but did not actually realize are not in the rules. First, there are no line of sight rules. The way they are written, these rules allow units to shoot through other units. I decided that this was not a possibility. I measure from the center of the shooter to any part of the target. If no unit or terrain intervenes, this is clear line of sight. For shooting over units or terrain, the obstacle must be closer to the shooter than the target or the line of sight is blocked.

Shooting into melee was the second thing that is not covered. I thought it would not be allowed. Again, the rules are silent on this. However, this meant that Blue’s light infantry and cavalry could not gang up on the artillery which seems counter intuitive. My solution is that so long as this is a new melee (first round of contact) and there is a clear line of sight, the unit can shoot. It is important in the horse and musket period as cavalry retreats if it cannot break the target unit. It is important in the ancient and medieval eras as well because units get stuck in. Archers can get 1 shot off during a charge but will tend to stand around until the melee is resolved.

It was a fun game that went right down to the wire. The scenario ends itself to solo play as most of the Red units could not move until Blue approached within 4″.

So that is all for today. Until next time, good gaming!

Rivers by Eric Hotz

Game Mat by Battle Systems

Trees by JTT

Hill by Battlefield Terrain Concepts (BTC)

Figures are mostly Minifigs 2nd gen that I started painting when I was 13 years old. There are also a few Napoleonettes and Falcon Figures.


DBA Squared 2025 (Seeing the forest for the trees)

November 26, 2025

Introduction

I’ve seen several attempts to add rules for playing DBA on a square grid.  The idea behind the square grid is to get rid of the micromanagement aspect that DBx games are famous for.  Using a 60cm board and a grid, you can play a game of DBA with out the use of a ruler.

While playing DBA on a square grid, I’ve come to realize that wheeling groups is not really necessary. In the standard game, you can wheel entire lines but very rarely do you wheel a group to 90 degrees…or even more than about 45 degrees. This reprise removes the ability to wheel an entire group.

Movement

This is the heart of the grid game.  Each unit will observe the command rules for the standard game.  Movement rates for each unit are also the same as the standard game.  The rates are expressed in paces with the following changes:

  1. Each square is 100 paces across
  2. Each unit must face a square edge
  3. A forward move costs 100 paces of movement
  4. A diagonal move costs 150 paces of movement
  5. Groups may not wheel but still may move ahead as per the game rules. Instead, each unit in the group will have to move individually to achieve this operation.
  6. Units may turn in place at the cost of 100 paces.  They may, however, move about in any direction without changing facing as per the rules. If the unit moves straight forward, it may turn right or left for free. About face still costs 100 paces.

Zone of Control and Engagement Range

Units have a zone of engagement in the square directly in front of them.  An enemy occupying that square counts as being engaged with the friendly unit and a combat must be fought.  A unit that is in front but 2 squares distant counts as being pinned (or “Barkered”).  That pinned unit can either move into contact with the unit to the front, stay put or back away from the enemy.  Backing away may be in a diagonal direction but the move cannot be into another square that is an engagement zone or pin zone.

Command Range

Commanders have a command range of 600 paces or 300 paces if the line of sight is blocked by intervening terrain. This is reduced compared to the standard game.

Shooting

Bow and artillery ranges are expressed in units of squares.  Bows can shoot 2 squares away with the usual 1 square to the left or right.  Artillery can shoot 5 squares away.  Note that shooting units cannot shoot into the square directly in front of them as this is the engagement zone.

Melee

There are few changes to the melee rules. Recoils are done by squares.  2 infantry may occupy a square.  Only 1 of any other unit type may occupy a square.  All of the rules for overlapping, flanking and supporting still apply.

Conclusion

DBA plays very well on a square grid.  There is no room for ambiguity on a grid.  You either make contact or you don’t.  No rulers.  No micro-measuring.  Nothing.  I wasn’t sure if I would like the 90 degree wheeling rules.  After a few plays, I have learned to like them just fine.  I honestly think I like DBA on a grid better than I do on a free form board.   If you are a DBA player, you should give it a try.  You will find yourself more working on tactics and less on wondering how you will make contact with that Psiloi when the front is covered by 1/4″ from the spear unit to its front.

Notes

DBA on a grid plays very similar to DBA on a standard board with some subtle differences.  Square movement fits neatly with DBA 3.0 as 100 paces are not 40mm and not 1″. We are still playing on the same sized board. A turning penalty in some cases of 100 paces was added to slow down the unit as it changed directions compensating for the fact that you measure from the farthest point in the standard game.  In the grid game, you advance 1 square (100p) and then turn for free so compensate for the fact that there is no group wheeling. 

I was not going to include any zone of control rules or “Barkering” but in the end, it was necessary.  I found in my first game that it was too easy to gain a flank on an enemy.  Allowing for flank covering ZOCs gives the same feel as the standard game.  Since the board is smaller and the ZOC covers a greater distance, I allow the withdrawing unit to move at an angle to get away if it needs to.

Shooting ranges are a bit farther too.  I was going to express shooting in terms of paces but I figured I had better make it squares since all of the units will be moving faster. 

Command range was reduced.  A general in the center of the field can give commands to almost the entire width and length of the field but not in the corners in the standard game.  I made the range 600 paces to make commander placement more important.

These rules were adopted from Andy Watkins DBM amendments for the Classical period.  The rules are quite nice.  I took the liberty to use many of the ideas  here and filled in the blanks where he did not add any detail.

Andy Watkins DBM Classical and Medieval House Rules


Some thoughts on the simplicity of OHW

February 26, 2025

I purchased One Hour Wargames when it was first published. My initial assessment of the rules were that they were too simple for my taste. The 30 scenarios still made the gameworth while to me. My son and I played a game which pitted Vikings vs Saxons. His thought (he was 8 years old at the time) was that you kind of got stuck in and that was largely that. Not much room for maneuver. I didn’t have the heart to tell him that this is how warfare was between two shieldwalls.

There were two problems I had with the game. First, was that the hitpoint number is too big and is not easily tracked without either a bunch of hit markers or a roster. The second was that there was no morale system that allowed for a temporary or permanent failure in morale of a unit.

Since then, I came up with the 3 hit system. This was largely an epiphany I had while playing a board game on the Great North War. Its CRT was super simple and had results for both fighting in terrain and fighting in the open. The CRT’s I used are roughly balanced to the original game. A unit will typically last 3-5 turns.

The morale system is something I came up with based on the philosophy of Don Featherstone. When a unit has a morale failure, the subsequent move should bt that unit’s move for the turn. Placing the check right before the unit moves is something I copied from Fire and Fury and On to Richmond, both American Civil War games. There was, of course, some tweaking to keep the system from making OHW too volitile.

Other aspects about OHW deals with how certain functions of the game are accomplished, all in a very simple way. You turn by pivoting about the center of a unit. No wheeling. No special rules. No nonsense. You normally get to pivot at the beginning of your turn and at the end. So, you can accomplish a backward move easily.

Shooting is accomplished as they did back in the day without any obscure rules for interrupting moves and defensive fire. Shooting ranges are generically 12″. The fastest unit can move 12″. So it stands to reason that there will be a defensive shot because even at 12″, a unit will spend one turn in shooting range. Also, units may shoot or move but not both. So a unit could not move into range of cavalry, for example, without exposing itself to a charge and not getting a shot off.

Finally, the game is simple enough to mod without ruining the game’s balance. Simple rules and tweaks do work in an interesting way. Additions, such as morale, magic, monsters and flying can enhance the game for various time periods and generes without unbalancing the game. I’ve done my fair share of tweaks to the game which you can find in the OHW subpage. The tab is at the top of this page. Have a look and you will see what i mean.


Age of the Northmen for OHW

February 2, 2025

I’ve added rules and army lists for later Dark Ages from Penda through Harold Godwinson. With these you can fight battles in England. I’ve decided to make rules sets more focused on the period. These sets will include relevant army lists and only the special rules pertinent to the time period being played. You can find them on the OHW subpage.


OHW Template Rules

January 7, 2025

I’ve created a stripped down OHW 3-hit rules set. The rules give you the basics of how the game plays but leaves out any period specific rules, including damage and special unit rules. The idea is to have the base set and then, in the army lists, all of the uits will be outlined and the random unit composition tables will be available on one page. This way, the rule summary can be on one side while the army list for a specific army can be on the other side. You can find the rules here.

If you do download them and give them a read, please let me know if I left anything period specific or if something is not clear.


OHW Attributes

January 5, 2025

One of the knocks on OHW is the simplicity and that units are all the same. With a small amount of design work, you can make a variety of units. It’s even possible to attach a special rule to some without breaking the system. Here is a breakdown of what all the attributes are.

A unit can move 6″, 9″ or 12″

A units can fight at 0″, 12″ or 48″

Shooting damage is D6-2, D6 or D6+2

Melee damage is D6-2, D6 or D6+2

Units can be armored or unarmored

Infantry can occupy villages

Skirmishers can occupy villages or woods

Ammunition rule from ECW rules set can work in this period as well. A 1-2 on a D6 means the unit is out of ammo. You can set the number to what you want though if ammo is severely restricted.

You can attach arbitrary rules to a unit if they don’t quite fit the mold. Here is an example:

Elephant: Move 9″, Melee D6+2, 10 hits (instead of 15) Cavalry may not charge elephants and must break off on their turn when an elephant melees cavalry. If an elephant is destroyed, any unit (friend of foe) takes D6 damage from the ensuing elephant rampage.

Here is another:

Chariots: Move 9″, Shoot D6-2, 12″ range, 10 hits Unit may move and shoot but may not charge. If meleed, it will break off on it’s turn. It has a 360 degree shooting arc.

How about a more basic example:

Peltasts: Move 9″, Shoot D6-2, 12″ range Melee D6, 15 hits Unit is subject to ammunition supply rule. On a 3 or less, the unit is out of ammo for the rest of the game.

So, with this listing of OHW attribute and some imagination, you can come up with some interesting units. Until next time, good gaming!


A more “realistic” approach to Ancient and Medieval gaming with OHW

January 4, 2025

I’ve been pondering this for a while now. Ancient armies, as written in OHW, don’t really fit the model. The author has formed archers. Those archers, in the specified time period (300BC-100AD) really only existed in any number in the Persian army. Another example is the Gallic army. They were a warband based army with little in the way of body armor. If we assign a random army table to each army, rather than a generic one, then we can largely fix these issues.

Lets take the Persians first. Instead of giving them a large amount of heavy infantry, we could swap infantry for archers. This way, the Persian army would have up to 4 archers and up to 2 heavy infantry. That works for the early Persian army which existed in c490AD. Later Persian armies were more cavalry heavy. Instead, you might swap the cavalry for infantry. Now you can fight Alexander the Great or any Roman army in the 2nd through 5th century AD.

The Gallic army is a bit different. They are simply warband heavy. They did not have much in the way of archers. So, use the warband troops from the Dark Ages and replace archers with warbands. The gallic army can now have up to 5 warband infantry.

We can continue with the Roman army. Again, during the time period, not a lot of archers but having allies was a feature of this army. It is really a regional thing. If they are fighting in the north, warband would replace archers. If they are fighting in the south, it could be peltasts or unarmored heavy infantry. There is no peltast unit. I’d suggest something like a 9″ move, D6 melee and D6-2 shooting with the ammunition rule from the ECW game. Since the number of shots is extremely limited, make the die roll of 3 or less means that the unit’s ammo is exhausted.


Quick Fix OHW

January 3, 2025

The rules I posted today had a few experimental items in them. The chief one was the concept of “close range”. I’ve taken it out for muskets. They now shoot with a D6 at out to 12″. Artillery still has a 6″ close range though I think maybe 12″ would be better or maybe I should just remove it once and for all. The new version can be found on the OHW subpage above or right here.

Quick note: If you play solo, I do not recommend using the deck of cards suggested in the book. That will introduce way too much volatility to the game when coupled with my command and morale rules.


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