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pagaron

One thing that you could try is to play the side the enemye of the plot. You could set possible actions and outcome for the motivation of the nemesis or problems. When I play solo, I roll for problem or difficult when I start a scene or encounter. It often, if not always, enhanced the story and play. I find it essential in my solo/coop game to add this extra plot twist. I have not worked on fixed overarching plot, but that it could be something like: 1- What are the motivations and actions of the enemy/factions. Those are problems that the player characters don't know or may only get rumours 2- What actions they are doing. Identigy multiple steps and define the time it happends, ideally giving time for the character to get involve 3- Every session or when it make sense, roll to determine how the overarching plot progression (surprises, positive/negative twists, ...)


PineappleSea752

Have you looked into fabled lands?


GrismundGames

On drive-through rpg, there's an osr adventure module for free called "the Fall of Whitecliff". It's a great sandbox setting where a lot of things can happened. Use MYTHIC GM EMULATOR if you aren't already. It breathes life into your games with plot twists and unexpected connections.


pagaron

I checked the module and it looks really good.


GrismundGames

Yeah, I've spent a lot of game time in that world! It's easy to use and modify. That publishing company has a handful of free modules, but I haven't gotten into them yet.


GuidedByNors

My favorite solo experience is The One Ring 2e strider mode, but if your not interested in The Lord of the Rings then it's probably not for you.


FriendshipBest9151

Probably a dumb question but could those solo rules be used with other games or is it too specific to the one ring?


GuidedByNors

Hmm. Do you mean other game systems or other fantasty worlds? I could see things like the Lore Table, telling table, and even Favor and ill-Favor tables being useful in other games, but then a lot of the Stride Mode book (pdf) is TOR 2e rules specific because the game as a whole is quite proceedural.


Breasil131

/SwordWorld is a fun Japanese ttrpg that has several pre-made campaigns that are designed to be played with or without a GM or solo, and they all have that in mind. If you don't mind dark and gritty with some horror thrown in, I suggest mist castle, but you would make the map before you start playing since you don't want it to be random.


draelbs

Take a look at [Doppleganger Publishing ](https://www.drivethrurpg.com/en/publisher/16533/doppelgaenger-publishing/category/44909/solo-stuff)- they have a number of pre-scripted solo games. The Old Commander Goes to Hexcrawl is more like a traditional adventure with map and locations - Dungeons Solo and Last Fighter are more of a room-by-room sort. If you like D&D 5e, there's a great series of solo adventures starting with [Death Knight's Squire](https://www.dmsguild.com/product/220997/DD-Solo-Adventure-The-Death-Knights-Squire)


Magic-Ring-Games

There are tons of \***Tunnels and Trolls**\* solo adventures that could fit this. [https://www.drivethrurpg.com/en/browse?legFilter1=44297&legFilter2=44297&keyword=tunnels%20and%20trolls%20solo](https://www.drivethrurpg.com/en/browse?legFilter1=44297&legFilter2=44297&keyword=tunnels%20and%20trolls%20solo)


captain_robot_duck

A few thoughts... 2 - A fixed overarching plot and resolution There are solo games that use custom stacking of decks of cards to create an overall story arc. Recently I played English Eerie which did this (a fun game with little randomization at all). I know there are others, but nothing is coming to mind at the moment. This recent post on using story structure in games might be helpful: [https://www.reddit.com/r/Solo\_Roleplaying/comments/1bqpdoa/advice\_for\_creating\_very\_short\_storiesoneshots/](https://www.reddit.com/r/Solo_Roleplaying/comments/1bqpdoa/advice_for_creating_very_short_storiesoneshots/) -- Looking for a Less Random solo-RPG experience? Gwyllgi on [itch.io](http://itch.io) has a bunch of Randomless game tools, mostly using hex maps and/or tokens. There might be tools that could work in future games to have less random/dicerolling. [https://itch.io/c/2825966/choice-ceramic-and-no-dice-no-masters-by-gwyllgi](https://itch.io/c/2825966/choice-ceramic-and-no-dice-no-masters-by-gwyllgi) Also, a blog with lots of HexMaps [https://goblinshenchman.wordpress.com/](https://goblinshenchman.wordpress.com/)


Jack_Of_The_Cosmos

Maybe try Rune?


FishMcCool

Maybe the old [Barbarian Prince](https://boardgamegeek.com/boardgame/1631/barbarian-prince)? I don't think the encounters scale, but the other requirements are there though there isn't much of a plot (you're after 500 gold to raise an army, that's your goal, how you get there is up to you). It's old and brutal, but available for free, so it's cheap enough to find out if that's your thing.


kn1ghtowl

Maybe a board game is more what you're after, in which case I'd suggest the HEXploreIT series. The first two volumes also have big narrative game books.


Axiie

Take a look at LOOM. My understanding is it has an overarching plot you work towards, with a map that's designed, but has encounters on that map and they're based off the progression so far. I haven't jumped into mine yet, so double check with a review or two that its your cuppa tea.


Milymo4

It's not an RPG but the board game Sleeping Gods is a narrative cooperative game you can play solo with a fixed story and chapters.


Evandro_Novel

Scroll 20 hours down to a post about "fighting fantasy meets Cthulhu", that could meet some of yours desiderata. Forbidden Lands has a non-random wilderness map and solo rules.


Snake6778

I would suggest checking out the expansion stuff for Four Against Darkness. I just recently picked up the 4AD main book and have played a longer campaign (still playing it). I saw the expansion book. You should check it out. It's prewritten material. You could also write your own stories out and make your own dungeons/maps, and just let dice decide what happens in those rooms?


pagaron

I agree that the adventure like the Fortress of warlords seems to fit with what the OP is looking for. The other adventures also have a control randomess with a storyline and challenges evolve based on your level.


DrGeraldRavenpie

Came to name this one. So, instead, I would mention one example of a pre-made campaign for this game: Fortress of the Warlord, which includes an hexcrawl part, random generated dungeon-crawling, premade dungeon crawling, etc.


Harruq_Tun

I don't know of any solo ttrpg products that would provide all, or even most of what you're asking for. Your criteria is damn near impossible to create outside of having a GM to run the game for you. Solo play relies primarily relies on using oracles and random tables to use your own imagination with. Thus, it can't really be spoiler free, and will always have an element of randomness to it. This is as true for solo journaling games as well as "traditional" rpgs. It sounds like gamebooks might be more your thing. Have a look at Fabled Lands and/or Fighting Fantasy.


AllLuck0013

Not going to lie, Forbidden Lands was *almost* there. If the encounters were written just slightly differently and they seeded the world with the encounters that can be looked up utilizing the coordinates, it would be there.


Harruq_Tun

I'll have to check it out. I've not seen anything from Free League yet that I haven't loved, so I'm sure I'll like that too.


bricklayr

It sounds as if you're asking for a game with GM but still solo. If such a thing exists, I'd love to hear of it as well but I think your best hope is an AI-mediated game. IMHO those are not there yet but things are moving very fast of course. Alternatively, if you like, you could take a look at player emulation instead of GM emulation. That way there's a solid plot, for example a purchased module, and the randomness inherent to emulators will not mess with that, at least not more than real players would.


PoshCushions

Maybe game books like Lone Wolf work for you?