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.
- Emphatic No (No, and…)
- No
- Weak No (No, but…)
- Weak Yes (Yes, but…)
- Yes
- 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!
Posted by John 



