Solo roleplaying games turn the familiar tabletop RPG structure into an experience designed for one player. Some provide complete rules, built-in story prompts, and procedures that replace a Game Master. Others are toolkits that let you adapt a traditional group RPG for play alone.
The format is useful for anyone who cannot maintain a regular game night, but convenience is only part of its appeal. Solo play supports unusual campaign concepts, flexible session lengths, private creative writing, and stories that do not need group consensus. A session can last ten minutes or an entire evening, and a campaign can pause for weeks without inconveniencing anyone else.
The best choice depends on what you want to do at the table. Ironsworn supports long, character-driven adventures. Ex Novo concentrates on building a settlement and its history. Artefact follows a magical object across generations. Tools such as the Mythic Game Master Emulator can instead help you run an RPG that was not originally written for one player.
This guide explains the main styles of solo play, recommends games for different interests, and provides a practical method for starting a first session without turning it into a writing assignment or rules-management exercise.
Why Solo RPGs Have Become More Visible
Playing tabletop games alone is not a new idea. Solitaire adventures, gamebooks, random dungeon generators, and programmed scenarios have existed for decades. What has changed is the range of games that treat one-player roleplaying as a complete form rather than a fallback option.
Modern solo designs use several approaches to create uncertainty. An oracle answers questions that would normally go to a Game Master. Random tables introduce locations, characters, motives, and complications. Journaling prompts establish situations without dictating the outcome. Some games use cards, tokens, or a block tower to make tension physically visible.
The pandemic made schedule-independent play more relevant to many tabletop players, but the format remains useful beyond periods of isolation. Work, caregiving, distance, disability, and changing social circles can all make a recurring group campaign difficult. Solo games remove the need to align several calendars while preserving character choices, uncertain outcomes, and evolving fictional worlds.
They also offer forms of play that may be awkward in a group. A player can spend an entire session drawing a village map, writing letters between estranged characters, or following a minor mystery with no obligation to return to a central plot. That freedom is especially valuable for narrowly focused, introspective, or experimental stories.
What Solo Play Does Differently
A solo RPG is not simply a conventional campaign with one person performing every role. Good solo procedures divide authority between the player, the rules, and random inputs. The player establishes intentions and interprets events, while dice, cards, tables, or prompts introduce consequences that were not planned in advance.
| Consideration | Group RPG | Solo RPG |
|---|---|---|
| Scheduling | Depends on several participants being available. | Can begin, pause, and resume whenever the player chooses. |
| Creative control | Shared among the group and usually coordinated by a Game Master. | Broadly controlled by the player, with uncertainty supplied by the system. |
| Surprise | Usually created by other players and the Game Master. | Created through oracles, prompts, resource systems, and interpretation. |
| Pacing | Must accommodate everyone at the table. | Can linger on a conversation, skip routine travel, or stop after one scene. |
| Record keeping | Often limited to character sheets and campaign notes. | May involve a journal, map, scene log, or a few brief bullet points. |
| Social element | Conversation and collaboration are central. | Private and reflective; discussion usually happens outside the session. |
The tradeoff is that solo play requires interpretation. An oracle can say that a locked room contains an unexpected threat, but it cannot decide what that threat means in the current story. The player still connects the result to established characters, locations, and themes.
There is also no table conversation to carry a slow scene. Players who thrive on performance, tactical teamwork, or social improvisation may find a journaling game too quiet. Conversely, someone who wants reflective world-building may find a combat-heavy dungeon generator exhausting. Choosing the right structure matters more than choosing the most famous title.

Choose a Style Before Choosing a Game
Solo RPGs overlap, but most place their emphasis in one of four areas. Identifying the activity you actually want can prevent a disappointing first session.
Campaign and Character Play
These games follow a protagonist through connected quests, relationships, setbacks, and discoveries. They are closest to the rhythm of a conventional campaign, although they often replace turn-by-turn Game Master narration with moves and abstract progress systems.
Choose this style if you want character development and continuity across many sessions. It is less suitable if you want a self-contained experience with almost no setup or record keeping.
Journaling and Reflective Play
Journaling games use prompts to frame scenes, memories, letters, or historical events. Writing may be central, but it does not have to be polished prose. A few lines, a list of facts, or a sketch can be enough to preserve the fiction.
This style works well for atmosphere and emotional detail. It may frustrate players who want frequent tactical decisions, measurable character advancement, or a clear victory condition.
World-Building and Map-Making
World-building games focus on places, communities, objects, or historical change rather than a single adventurer. The finished material can stand on its own or become the foundation for a later group campaign.
These games are particularly useful for Game Masters who enjoy generating locations through play instead of preparing them from a blank page. They are not the best fit for someone primarily interested in combat or character optimization.
Dungeon Crawls and Survival Games
This category emphasizes hazards, resources, exploration, and uncertain survival. Random tables can generate rooms, encounters, treasure, and complications as they become relevant. Some games are mechanically detailed; others resolve dangerous situations with only a few rolls.
Choose this style for clear objectives and frequent decisions. Be aware that highly lethal systems can end a character’s story abruptly, while extensive procedural generation can become repetitive if every room is treated with equal importance.
Best Solo RPGs for Different Kinds of Player
| Game or Tool | Primary Focus | Best For | Main Limitation |
|---|---|---|---|
| Ironsworn | Quest-driven fantasy campaign | Emergent character stories and long-term play | Its moves and progress tracks require an initial learning period |
| Starforged | Science-fiction exploration | Open-ended journeys among settlements and stars | Players seeking detailed tactical space combat may want more crunch |
| Ex Novo | Settlement history and map-making | World-builders and campaign preparation | Not a conventional character adventure |
| Artefact | History of a magical object | Reflective writing and campaign lore | Its narrow perspective is intentionally specialized |
| Welcome to the Habitrails | Surreal horror | Players who value atmosphere and interpretation | Less suitable for straightforward heroic adventure |
| Wretched & Alone games | Isolation, pressure, and declining resources | Focused horror or tragedy over a limited arc | Bleak themes and physical components will not suit everyone |
| MÖRK BORG with Solitary Defilement | Deadly dark-fantasy adventure | Fast, hostile dungeon-crawl play | Requires comfort with high lethality and interpretive rulings |
| Mythic Game Master Emulator | Adapting other RPG systems | Players who already have a preferred ruleset | It is a toolbox rather than a complete setting or character system |
Ironsworn: Best for an Emergent Fantasy Campaign
Ironsworn is built for solo, cooperative, and guided play. Its default setting is a harsh, low-fantasy frontier where characters swear vows and pursue them through danger and uncertainty. The game’s moves resolve consequential actions, while progress tracks measure advancement toward goals such as completing a journey, defeating a threat, or fulfilling a vow.
The design avoids requiring the player to predetermine a plot. Instead, a character begins with commitments, relationships, and immediate problems. Oracle tables answer questions and supply prompts when the next development is unclear. A failed roll does not merely stop progress; it often creates a cost, reveals danger, or forces a difficult choice.
Ironsworn is a strong starting point for players who want the shape of a traditional campaign without adapting a separate group RPG. It rewards an interest in character motives and narrative consequences. It is less likely to satisfy players seeking detailed grids, extensive equipment lists, or encounter balance built around a party of specialists.
Starforged: Best for Science-Fiction Exploration
Starforged develops the core approach of Ironsworn for science-fiction adventures. Characters travel between settlements, investigate derelicts, form connections, confront dangers, and pursue vows across an expansive setting created during play.
Its campaign framework is well suited to explorers, bounty hunters, couriers, scouts, and other protagonists whose work naturally generates new destinations. Rather than preparing every planet or station in advance, the player establishes details as the character encounters them. Random prompts help define discoveries without forcing a single canonical universe.
Choose Starforged if the appeal lies in relationships, dangerous expeditions, and an evolving sector map. Players who want engineering simulations or granular starship combat may prefer to combine a solo oracle with a more technical science-fiction system.
Ex Novo: Best for Building a Settlement
Ex Novo is a map-making and settlement-building game. It guides the creation of a community through founding events, periods of growth, conflict, and historical change. Locations appear because something happened there, so the resulting map records social and political history rather than functioning as a decorative collection of buildings.
The game can produce a town, city, or other settlement ready for further development. A district damaged during a dispute, a monument built after a victory, or a road shaped by trade can all become adventure material for another campaign.
This is an effective choice for world-builders and Game Masters who find blank-page setting design difficult. It also supports collaborative creation, but its solo mode works without requiring a protagonist. Players looking for personal character drama should treat it as a setting game rather than a replacement for an adventuring RPG.
Artefact: Best for Creating History and Lore
In Artefact, the central character is a magical object. The player chronicles its creation, powers, keepers, losses, transformations, and periods of abandonment. A weapon may become a royal symbol before disappearing into a tomb; an instrument may pass between performers whose reputations reshape its meaning.
The unusual perspective gives the game a broad historical scale. Individual owners come and go, but the object carries evidence of each era. That makes the finished journal particularly useful as campaign lore. The artefact can later appear in another RPG with previous wielders, unresolved obligations, and conflicting legends already attached to it.
Choose Artefact for reflective world-building and concise historical fiction. It is not designed around tactical action or the open-ended freedom of controlling a conventional adventurer.
Welcome to the Habitrails: Best for Surreal Horror
Welcome to the Habitrails uses tarot-driven prompts to explore an uncanny environment shaped by disorientation, routine, and people attempting to understand where they are. Its horror depends more on implication and atmosphere than on tactical monster fighting.
The cards provide imagery and narrative pressure, but interpretation remains central. A prompt should be connected to what has already been established rather than treated as an isolated writing instruction. This allows recurring places and figures to acquire greater significance as play continues.
It is best for players comfortable leaving some questions unresolved. Anyone seeking a tightly plotted mystery with one correct solution may find its ambiguity unsatisfying.
Wretched & Alone Games: Best for Physical Tension
Wretched & Alone is a framework used by multiple games about isolation, danger, and a situation deteriorating over time. These designs commonly combine cards, dice, tokens, and a tumbling block tower. Drawing prompts reveals new incidents, while pulling blocks makes the risk of collapse physically immediate.
The structure is effective because the player can see the situation becoming less stable. Even a relatively quiet prompt gains weight when the tower is already leaning. Games built on the framework vary in theme, so their content and required components should be checked individually.
Fake Guru Real Vice is one example named in this family, using the framework for a satirical story of a public persona coming apart. Other Wretched & Alone games may lean more heavily into survival horror, science fiction, or tragedy.
These games suit players who want a focused story with escalating pressure. They are a poor match for anyone uncomfortable with bleak scenarios, irreversible failure, or a physical tower mechanic.
MÖRK BORG with Solitary Defilement: Best for Lethal Dark Fantasy
MÖRK BORG presents an apocalyptic dark-fantasy world with compact rules, grotesque threats, and characters who are rarely secure. Solitary Defilement adds procedures and tools for running that style of adventure without a Game Master.
The combination is suitable for short, dangerous expeditions where failed rolls and depleted resources can change the situation quickly. It encourages rulings and momentum rather than exhaustive simulation. The setting’s visual and tonal identity is part of the attraction, but its deliberately hostile world will not appeal to every fantasy player.
This recommendation is for players who enjoy high lethality, random generation, and grim humor. It is not the obvious choice for a carefully balanced heroic campaign or for anyone strongly attached to long-term character survival. Solitary Defilement is also an adaptation, so it should not be mistaken for a self-contained replacement for the core game.
Ghostbox and Little Town: Smaller Narrative Alternatives
Ghostbox focuses on writing letters to an abandoned mailbox. Its light procedures make the act of correspondence more important than character statistics or combat. It is suited to players interested in voice, absence, and the gradual accumulation of personal detail.
Little Town offers a small-town mystery structure. It is a better fit for investigation and strange local relationships than for dungeon exploration. As with many prompt-led mysteries, the player helps determine how clues connect; the system creates uncertainty but does not secretly maintain a solution behind the scenes.
Both titles demonstrate how narrow premises can benefit solo play. A focused concept gives prompts more direction and reduces the burden of inventing an entire world at once.
Using a Game Master Emulator With Another RPG
Not every player needs a dedicated solo game. A Game Master emulator can sit alongside an existing ruleset, including fantasy, horror, science-fiction, or superhero games originally written for groups.
Mythic Game Master Emulator
The Mythic Game Master Emulator is a system-neutral toolkit for answering questions, creating random events, and changing the direction of scenes. The player frames a question that can be answered broadly with yes or no, considers how likely the answer is, and resolves it through Mythic’s procedures. Additional tables provide prompts when an unexpected event occurs or more detail is needed.
The important skill is asking useful questions. “What happens next?” is too broad for a yes-or-no oracle. “Does the guard recognize the stolen badge?” creates a concrete uncertainty with meaningful consequences.
Mythic is useful for players who already understand their chosen RPG and want to explore it alone. The cost is additional cognitive load: the player must manage both the original rules and the emulator. Starting with a rules-heavy group system and a full set of solo procedures can make a first session feel administrative.
One Page Solo Engine and MUNE
One Page Solo Engine and MUNE provide lighter alternatives. Their compact procedures are useful when the player needs basic yes-or-no answers, scene prompts, and occasional unexpected developments without a larger framework.
A lightweight oracle works particularly well with games that already contain strong random tables or clear adventure procedures. It may provide too little guidance for a system that assumes the Game Master will create every location, adversary, and plot turn.
The GameMaster’s Apprentice Decks
The GameMaster’s Apprentice decks place names, words, sensory details, symbols, numbers, and other prompts on multifunction cards. A draw can answer a question, suggest an NPC, establish a location detail, or provide inspiration when a scene loses momentum. Genre-specific decks help keep results consistent with fantasy, horror, science fiction, and other settings.
Cards are fast and tactile, but no deck interprets itself. If a result seems unrelated, look for a thematic connection before drawing again. Repeatedly rejecting prompts until one matches a predetermined plan removes much of the uncertainty that makes an oracle useful.
The Adventure Crafter and Focused Random Tables
The Adventure Crafter is intended for generating larger plot developments, characters, and turning points. It is more appropriate when a campaign needs a new thread than when a player merely wants to know whether a door is locked.
Focused random tables solve narrower problems. A wilderness table can establish weather or terrain; a settlement table can generate rumors; a dungeon table can supply room contents. The most efficient setup usually combines one general oracle with a small number of tables appropriate to the current adventure.
How to Run a First Solo Session
A common mistake is assembling too many systems before play begins. One character sheet, one core game, one oracle, and a simple way to record events are enough. Add specialist generators only when the campaign demonstrates a need for them.
1. Start With an Immediate Problem
Do not begin by writing a complete setting history. Give the protagonist a goal that can be pursued now: deliver medicine before a storm, locate a missing scout, escape a sealed station, or learn who has been leaving messages at an abandoned shrine.
A useful opening contains a person, objective, obstacle, and consequence. For example: “Mara must recover the ferryman’s stolen ledger before the night crossing, or the refugees waiting upriver will be turned away.” This provides enough material for decisions without deciding how the story ends.
2. Define Only What the Character Would Know
Establish a few facts about the location and supporting cast. Leave unanswered questions available for play. If every villain, secret passage, and future betrayal is decided in advance, there is little left for an oracle to reveal.
It can help to list three known facts and three open questions. The known facts anchor the fiction. The questions become possible discoveries rather than promises that must all receive elaborate answers.
3. Ask Questions Only When the Answer Matters
An oracle is not needed for every detail. If the character enters a normal kitchen, the player can reasonably decide that it contains cooking equipment. Roll only when multiple outcomes are plausible and the difference would change the scene.
Frame questions around consequences:
- Does the witness agree to meet in private?
- Has anyone reached the ruin before the character?
- Is the damaged airlock still operational?
- Does the old map omit a recent settlement?
Avoid asking the same question repeatedly in smaller forms. Resolve the uncertainty, interpret the answer, and move forward.
4. Record Less Than You Think You Need
A solo session does not have to become a short story. Full prose can be rewarding in a journaling game, but it can also slow an adventure until every minor action feels like work.
Use bullet points for routine events and expand only the moments worth preserving. A practical session log might contain a scene title, important rolls, new facts, NPC names, and unresolved threads. Dialogue can be summarized unless the exact words matter.
5. Stop After a Complete Beat
The first session does not need to resolve an entire quest. A strong stopping point might be the end of a confrontation, the discovery of a clue, arrival at a new location, or the moment a larger threat becomes visible.
Before packing away the game, write one sentence describing the next likely action. That reminder makes returning easier after a long break.
A Short Example of Oracle-Driven Play
Suppose a character enters an abandoned watchtower while searching for a missing courier. The player has established that the tower overlooks an old trade road, but has not decided what is inside.
- Establish the approach: The character checks for signs of recent visitors. The game’s normal skill rules determine whether the inspection succeeds.
- Ask a consequential question: “Are there fresh tracks leading into the tower?” The oracle answers yes, with a complication.
- Interpret the complication: The tracks belong to more than one person, and one set circles behind the character’s current position.
- Make a character decision: The character abandons the doorway and climbs the outer wall to reach a second-floor opening.
- Use a focused prompt: A location table suggests “ritual damage.” Inside, old defensive symbols have been deliberately scraped from the stones.
- Create a new question: “Did the missing courier remove them?” The oracle says no.
Nothing in this sequence requires a prewritten plot. The player contributes logical interpretation, the character’s decisions create direction, and the rules introduce risk. The unknown group and the damaged symbols can become a larger mystery only if they remain interesting.
Common Problems and How to Fix Them
The Session Feels Like Writing a Novel
Switch to bullet points, maps, or spoken narration. Resolve more routine actions without writing them down. Solo roleplaying is defined by uncertain decisions and imagined events, not by the length or polish of the record.
The Oracle Produces Nonsense
Interpret results through the current context. If a word prompt says “crown” during a scene in a mining colony, it could indicate authority, a corporate emblem, the top of a tunnel, or a disputed leadership role. Use the first plausible interpretation that creates an actionable situation.
If no interpretation fits, ignore the result and draw again. The objective is productive uncertainty, not obedience to random output.
There Are Too Many Open Plot Threads
Maintain a short list of active threads and retire those that no longer matter. Not every rumor must become a major storyline. Combining two unresolved elements often creates a cleaner campaign than introducing another unrelated mystery.
Combat Requires Too Many Characters
Reduce the opposition, use companions with simplified statistics, or choose a system designed around one capable protagonist. Some group RPGs assume a party with complementary roles; an oracle cannot correct that underlying balance by itself.
Nothing Surprising Happens
Ask questions whose negative answers are as interesting as their positive ones. Introduce random events when a scene stalls, and allow failed rolls to change the situation instead of requesting another attempt. Surprise comes from accepting consequences, not from rolling more often.
Which Solo RPG Should You Start With?
Choose Ironsworn for a sustained fantasy campaign, or Starforged for a similar structure in science fiction. Pick Ex Novo when the main attraction is drawing a settlement and discovering its history. Choose Artefact for focused journaling and lore creation, or Welcome to the Habitrails for surreal, interpretive horror.
Players who want immediate physical tension should investigate a Wretched & Alone title whose theme appeals to them. Those drawn to lethal dark fantasy can pair MÖRK BORG with Solitary Defilement. If the goal is to play an existing RPG alone, begin with a lightweight oracle or the more extensive Mythic Game Master Emulator.
No single title represents the entire format. Solo RPGs can be campaigns, writing games, map-making exercises, survival scenarios, or engines for exploring familiar rules without a group. Start with one clear premise and the minimum tools needed to create uncertainty. The rest of the world can emerge one decision at a time.

Ravenous RPG Editorial Team covers tabletop role-playing games, Game Master tools, player guides, campaign design, character building, and RPG system analysis. Articles are edited for clarity, practical usefulness, and accuracy, and are updated when corrections or material changes are needed.



