Solo DnD: how to play dnd solo without Game Master

 

Index

General tips on solo rpg

Understanding the Structure of a Solo dnd Adventure

Not Losing Track of Your Solo d&d solo adventure: Refocusing Your Adventure by Getting the Enemy to Act

Take Notes: Start with a Mind Map of Your Narrative Threads

Oracles: The Traditional Yes/No Oracle and Its Limitations

Modern Oracles: Interpreting Icons and Their Benefits

 

Strategies for playing Solo Dnd 

Setting Up a Quest: Fill in the Blanks with Tables

Need a Dungeon Map for Your dnd solo Adventure? Start with These Resources

Create an Original Monster: Using Online Resources

Balancing the Challenge: Using the Adventure Day XP Table

Resisting the Temptation of Henchmen in Solo dnd

Using Allies in dnd solo adventures: Strategic Intervention with Narrative Impact

Creating an Alternative Death Table for Solo dnd

Playing Cinematically: Using the Environment in single player dnd solo adventures

Invent Your Own Rules: Simplified Difficulty Checks

Twisting Pre-made Dungeons: Managing Spoilers in Solo Play

Twisting Pre-made Dungeons: The Dungeon Map Was Wrong!

Twisting Pre-made Dungeons: Dynamic Interactions with Monsters

Twisting Pre-made Dungeons: The Villain Turns Out to Be Good

Interacting with NPCs: Charisma Checks

 

General tips on solo rpg

Playing dnd solo adventures refers to the unique style of Dungeons & Dragons gameplay without the traditional Dungeon Master (DM). This mode of play allows a player to explore the rich fantasy world of d&d independently. But let's not dwell on that; if you've landed on this page, it means you already have an idea of what solo play is.

Simply put, you need to remember that playing d&d solo adventures means taking on both the player's role and the role of the Dungeon Master. You should not lose sight of the fact that:
- You will make decisions for your character
- You will make decisions for the adventure
- You will need to make decisions for the world they inhabit



Understanding the Structure of a Solo dnd Adventure

Logically, you master the rules of the game and the mechanics of actions. But before delving into technical adjustments, it is essential that you understand the structure of an adventure.
The Starting Point, where your character embarks on their journey, motivated by clear objectives or quests.
The Adventures, where your character encounters challenges, enemies, allies, and unexpected events. This stage is rich in diverse elements such as NPCs (Non-Player Characters), side quests, obstacles, and moments of strategic decision-making, all adding depth and complexity to the story.
The adventure culminates in a Conclusion, which can be a climactic confrontation, the resolution of the main quest, or a combination of different narrative threads coming together.

This structure may seem simple to set up, but you should never lose sight of it. From experience, I can guarantee you that it's not always easy. Throughout the journey, you will encounter various narrative elements that will enrich the world and your character's role within it. This can include subplots, NPCs, side quests, character development moments, puzzles, and moral dilemmas, forcing you to think and act both as a player and as a DM.

Not Losing Track of Your Solo d&d solo adventure: Refocusing Your Adventure by Getting the Enemy to Act

Starting a solo d&d campaign is often the easy part; the real challenge lies in bringing it to a satisfying conclusion. It's common to veer off course by adding layers of complexity with additional subplots and side quests. However, this can sometimes cause you to lose sight of the main narrative thread.

A key technique for refocusing your adventure is to let the antagonist take a significant action. This can be a dramatic turn of events where your character suffers a loss or faces a major setback. This approach effectively injects a sense of urgency and stakes into the story, compelling your character to return to the main plot.
The enemy's action can vary, from capturing a beloved ally to destroying a vital resource, or even a direct confrontation with your character. Not only does this streamline the narrative, but it also provides an emotional hook, reengaging you in the main quest. Such a twist can serve as a pivotal moment, reminding you of the central conflict and reigniting your motivation to see the journey through to its end. When you feel your game is bogging down, use this strategy.

For further insight on the subject, I recommend reading The Anatomy of Story by John Truby. In fact, it should be the first book you invest in if you want to start solo RPGing.

Take Notes: Start with a Mind Map of Your Narrative Threads

Tracking your solo dnd adventure is crucial for maintaining continuity and story coherence. While some players enjoy creating elaborate travel journals, a practical starting point is to create a mind map of your narrative threads.
This simple tool can prove incredibly effective for organizing your thoughts and plot elements. Begin by noting the main quest or objective in the center of your mind map. Then, start branches for different subplots, NPCs, key locations, and important items. This visual representation allows you to see how various elements of your story are interconnected and makes it easier to track the progress of different narrative lines.

It also serves as a quick reference guide during gameplay, ensuring you don't lose sight of important details. Additionally, mind maps can be dynamically updated as your adventure evolves, allowing for the integration of new elements or the closure of resolved plots.
This note-taking method is not only functional; it also enhances your creative process, making it easier to visualize potential plot developments and connections that may not be immediately evident. By starting with the essential structure of your adventure, you can maintain a clear focus while leaving room for creative growth and exploration.

I use https://www.mindmup.com/, but there are plenty of free tools available on the web.

Oracles: The Traditional Yes/No Oracle and Its Limitations

At the origins of solo RPGs, there was the traditional Yes/No oracle. This simple yet effective tool helps players make decisions and advance the story when the Dungeon Master is not present. Ask a closed-ended question, then roll a 1d6:
d6 Answer
1 No, and...
2 No.
3 No, but...
4 Yes, but...
5 Yes.
6 Yes, and...
However, the Yes/No oracle has its drawbacks, primarily due to its binary nature. Questions that simply require a "yes" or "no" can result in overly simplistic outcomes, lacking the nuance and depth that make dnd adventures captivating. The oracle's simplicity is useful for straightforward decisions, but it falls short in creating rich, multifaceted scenarios that define the best dnd solo experiences.

Modern Oracles: Interpreting Icons and Their Benefits

I prefer to use more nuanced tools, such as oracles based on the interpretation of icons. This method offers a free-form approach to storytelling, where the interpretation of different icons or symbols guides the narrative. Unlike the Yes/No oracle, interpreting icons allows for greater creativity and personal input, leading to more engaging and personalized stories. The main advantage of using icons lies in the freedom it gives players to focus on the aspects of the story that matter most to them. Each icon can have multiple meanings, and its interpretation can vary based on the adventure's context and the player's perspective. This open approach encourages players to think creatively and weave complex stories that resonate with their interests and inclinations.
I've built an ask-the-oracle tool for my personal needs, which you can find here: https://lbrpg.blogspot.com/p/icons-oracles-generator.html



For truly closed-ended questions, you can use a bidding system for closed questions. For example, to decide which of two events happens more quickly, you could assign different dice to each possibility – a d6 for a white horse and a d4 for a black horse. Rolling the dice determines the result, adding an element of randomness while allowing for quick and decisive storytelling.
Recommended: Bivius RPG here: https://lostpangolin.wordpress.com/downloads/




Strategies for playing Solo Dnd 

Setting Up a Quest: Fill in the Blanks with Tables

To create a captivating quest in solo dnd, a "fill in the blanks" approach can be very effective, especially when supplemented with random generation tables. This method involves creating a basic quest template and then using tables to fill in the key details. The template could be:

"You must [do something] for [someone] in [a location] to achieve [an objective]."

By rolling dice or choosing randomly, you generate specific elements for each blank, adding spontaneity and surprise to your adventure. For example, your quest could start with "You must [deliver a message] to [the exiled prince] in [the haunted forest] to achieve [peace between warring kingdoms]."

There are tons of random tables on the internet dedicated to building scenarios, worlds, and more. I've created many myself. Look around. Alternatively, you can ask an AI like ChatGpt to build a basic one for you. You can expand your random tables over time.
A notable (paid) resource is Xanathar's Guide to Everything for dnd 5e, which includes a range of useful tables that can be leveraged for this purpose.
solo dnd Xanathar's Guide to Everything

The combination of established solo dungeons and dragons resources and AI tools like ChatGPT provides a comprehensive toolkit for solo players. They not only facilitate a smoother gaming experience but also encourage creativity and exploration, allowing you to fully immerse yourself in the fantastic world of Dungeons and Dragons.

Need a Dungeon Map for Your dnd solo Adventure? Start with These Resources

Don't bother with a dungeon builder. Use an existing map - a map that someone else who draws much better than you has already drawn! You're here to play, not to waste time drawing.
For solo dnd players in need of a dungeon map, resources like the Dyson Logos blog and Elven Tower are an excellent starting point. These websites offer a wide variety of dungeon maps suited for different adventure styles and environments. Once you've selected a map from these sites, the next step is to populate it to fit your story.
Start by identifying key areas on the map, such as rooms, corridors, and hidden spaces. Assign a purpose or feature to each area - this could be a monster lair, a trap, treasure, or a mysterious artifact. Keep the filling simple; focus on creating a coherent and engaging environment rather than overwhelming the map with too many elements. For example, a large chamber could be the lair of the main antagonist, while smaller rooms may contain puzzles or crucial clues for your quest. Then, consider adding a few NPCs or creatures, keeping in mind their relevance to your story and the dungeon's atmosphere.
Use your imagination or consult the dnd Monster Manual for inspiration. Remember, the key to a successful solo d&d experience lies in balancing structure and improvisation. By starting with a pre-made map and adding your personal touches, you create a unique and engaging environment for your adventure.

Create an Original Monster: Using Online Resources

If you're looking to add an original monster to your solo d&d adventure, using online resources can be a creative and fun way to generate ideas. Start by visiting websites like Scryfall or MTGRandom, which offer a vast collection of Magic: The Gathering cards. Both of these sites allow you to draw a random card.
By browsing through these cards, you can find unique and inspiring artwork and concepts that may spark the creation of a new monster for your game.

Once you've found an image or concept that intrigues you, the next step is to tweak and develop your monster to fit into your dnd solo world. For this, the Kobold Fight Club is an excellent resource. It provides tools for adjusting the statistics and abilities of monsters to ensure they are balanced for your game's level and difficulty.

Balancing the Challenge: Using the Adventure Day XP Table

The Adventure Day XP Table in the Dungeon Master's Guide on page 84 is an essential tool for balancing challenges in a dnd solo adventures. This table helps you build encounters within a specific experience points (XP) budget. It provides guidelines on the XP value of monsters or challenges your character should face in a day, based on their level.

balancing encounter chart for solo dnd



This table is designed to help you determine the total experience points (XP) your character can handle in a day of adventure before needing a long rest. To use this table in a solo setting, where you are the only player, you will need to adjust the guidelines slightly. First, find your character's level on the table. Next to their level, you will see "Adjusted XP per day per character." This number represents the suggested amount of encounter XP your character should face in a single day of adventure to keep the game engaging while remaining manageable.

Resisting the Temptation of Henchmen in Solo dnd

The allure of recruiting henchmen in dnd solo is often strong. I advise you to resist this temptation for a few reasons.
In terms of gameplay, it distorts the solo adventure. You're either deciding to play a solo team, or you're playing a lone Dungeons and Dragons adventurer. Adding henchmen to make things easier is akin to cheating with the rules.
From a narrative perspective, henchmen are random NPCs and add no substantial value to the solo adventure (unlike a key NPC). To stay focused and not get lost, you need to concentrate on the essentials. Solo d&d provides an opportunity to tell a personal and profound story where the emphasis is on your character's development, decisions, and interactions with the world. Introducing henchmen can dilute this experience, shifting the narrative away from your character's introspective journey.

Consider that a level 1 character generally lacks the reputation or experience necessary to inspire the trust required to recruit effective henchmen.
As your character progresses beyond level 1, any henchmen they might recruit would likely be too weak to provide significant help, as the challenges they face become increasingly difficult.





Using Allies in dnd solo adventures: Strategic Intervention with Narrative Impact

In solo dnd, encountering an ally or an important NPC (Non-Player Character) can add depth and intrigue to your story. Unlike henchmen, these characters are not random; they have their own stories and roles to play in the narrative.

However, these NPCs should not disrupt the difficulty balance. If your level 1 warrior meets a level 10 wizard who does everything for them, there's no challenge left.

I consider an NPC to remain an NPC, a secondary character. It's not them who will tackle the dungeon in place of the character. In the game, I allow myself to have such an ally intervene in your character's journey, but only once, and in a way that significantly impacts the story.
This intervention can take the form of saving your character from a dire situation or assisting in solving a complex puzzle or magical challenge that your character, especially if they are more combat-oriented like a warrior, couldn't handle alone. The NPC's intervention must have narrative value.

Furthermore, to maintain the stakes and challenge of solo play, I assign a 50% chance that the ally perishes after their intervention. This not only adds a layer of risk and realism to the game but also ensures that the focus remains on your character's journey.

The key difference between an ally and a henchman lies in their narrative importance. An ally should have a distinct story to tell, one that intersects with and enriches your character's story. Their intervention should have meaningful significance and a memorable impact on the course of your adventure.

Creating an Alternative Death Table for Solo dnd

In solo dnd campaigns, the experience of a character's death can be less enjoyable than in group play, often resulting in a loss of motivation and the frustration of starting over. To remedy this, consider creating your own alternative death table. This table offers different outcomes when your character faces a deadly situation, adding an element of chance and the possibility to continue rather than an abrupt end. When your character is on the brink of death, roll a d6 to determine their fate.

Here's a simple example of such a table:
1. Narrow Escape: An unexpected NPC or ally finds you unconscious and brings you to safety (no charge here!).
2. Fortuitous Intervention: The fatal blow was only a dream. It gets canceled. Monsters from an adjacent room intervene, attacking your assailants for some reason, giving you a chance to escape or recover. (It doesn't mean these monsters are your friends. The dungeon has a life of its own.)
3. Rescued by Rival Adventurers: You are safe, but you're a loser. The adventure takes a new turn: you now have a new rival who has conquered the dungeon, but maybe their motivations don't align with yours. You're alive, but there's an impact on the story.
4. Taken Prisoner: Your character is captured by the dungeon's monsters, the boss itself, or by a group of passing orcs...
5. Divine Intervention: A deity or mystical force intervenes, offering a second chance in exchange for a future service or sacrifice. (I like this one: a wandering spirit inhabits your body until you find it another host.)
6. Escape to Fight Another Day: A sudden event, like a cave-in or magical anomaly, allows your character to escape, albeit injured.

This approach adds suspense and variety to the solo experience, ensuring that the threat of death is always present but doesn't necessarily lead to a complete restart. It keeps the game engaging and allows for narrative continuity even in the face of adversity.

Playing Cinematically: Using the Environment in single player dnd solo adventures

Let's be clear: Dungeons & Dragons is not designed for a single player. Facing multiple monsters at once can quickly become a formidable challenge. Allow yourself rule deviations if you can justify them through a cinematic approach. Solo dnd is primarily about having fun. If bending the strict rules can enhance the scenario or the fun of a game, all the better.

Whenever I'm confronted with a battle, I think about how James Bond or Indiana Jones would handle it. These two characters often use their environment to their advantage, turning seemingly ordinary elements into tactical assets. Adopt this strategy in your solo adventures! Think of the dungeon not just as a backdrop but as an active element of the game. Creatively use environmental elements to gain the upper hand in encounters.

For example:
- If you come across a vine or rope, use it to swing over a chasm or knock over enemies.
- Turn a chasm into a strategic advantage by luring or pushing opponents over the edge.
- Use sand or dirt to blind or disorient your enemies, creating an opportunity for attack or escape.
- Interact with objects in the room, like toppling a bookshelf or breaking a dam, to create chaos or barriers against enemies.

This approach not only makes battles more engaging but also encourages you to think quickly, just like iconic movie heroes. By considering the dungeon as a dynamic environment filled with potential tools and weapons, you can create memorable and exciting moments in your solo dnd sessions.



Invent Your Own Rules: Simplified Difficulty Checks

When playing solo dnd, the extensive rules and additions across many pages can sometimes be overwhelming, especially when you're looking to keep the game flowing smoothly. If you find yourself in this situation, consider simplifying the process with a universal rule for special actions, inspired by systems like Mörk Borg. Here's a simple approach: whenever you want to attempt something unique or special, roll a d20 and add relevant skill or attribute modifiers. Set a fixed Difficulty Class (DC) of 13 for these actions. If your total is 13 or higher, it's a success. This method offers several advantages:
- Speeds Up Gameplay: You won't need to dig through rulebooks to find specific DCs for every action, keeping the game fast and engaging.
- Encourages Creativity: Simplified rules allow for more spontaneous and creative gameplay since you're not bogged down by rule details.
- Maintains Challenge: A fixed DC of 13 provides a balanced level of difficulty, making success achievable but not guaranteed.

Twisting Pre-made Dungeons: Managing Spoilers in Solo Play

When playing single player dnd using commercially available adventures, avoiding spoilers can be a significant challenge. In most cases, you're likely to encounter spoilers; the key is to accept them and use them to your advantage. One creative way to handle this is to consider that only 50% of the information you read is reliable. This approach turns potential spoilers into elements of surprise and uncertainty. For example, if the adventure indicates that a particular room contains a treasure chest guarded by a dragon, you can twist this information. Perhaps the dragon is actually an illusion, or the treasure chest is a mimic. This strategy keeps the adventure unpredictable and exciting, even if you have knowledge of the general layout and story. By deliberately altering aspects of the adventure, you preserve the element of surprise and discovery that is central to the dungeons and dragons experience.

Twisting Pre-made Dungeons: The Dungeon Map Was Wrong!

In solo dnd, playing with pre-made dungeons often means you know what to expect, but what if the dungeon map you're using is incorrect? Introducing deliberate inconsistencies can add an exciting layer of unpredictability and challenge. Here are some examples of how you can twist the layout or expected content of a pre-made dungeon:
Monster Swap: The room supposed to house a sleeping giant actually contains a nest of venomous snakes.
Dead Ends and Secret Passageways: A corridor marked as leading to a treasure room is a dead end, but a hidden passage leads to an unexplored area.
Traps Where There Were None: An area meant to be safe is trapped, creating unexpected obstacles.
Modified Room Functions: The detailed library on the map is actually a laboratory, with different challenges and loot.
Misplaced Items: Key items or treasures aren't where they're supposed to be, requiring improvisation and exploration to locate them.
Environmental Changes: A flooded chamber or a collapsed tunnel alters the expected terrain, forcing a change in strategy.

Twisting Pre-made Dungeons: Dynamic Interactions with Monsters

When playing solo dnd with pre-made dungeons, adding dynamism to interactions with monsters can greatly enhance the gaming experience. Monsters should not be treated as static entities but rather as active, moving beings with their own agendas and relationships. Here are some ways to incorporate dynamic interactions with monsters, inspired by your articles on creating living dungeons and determining monster relationships:
Monster Movement Between Rooms: Instead of always being found in their designated locations, monsters may roam the dungeon, patrol certain areas, or even flee to seek reinforcements.
Dungeon Bosses Giving Orders: A dungeon boss doesn't necessarily have to be confined to a final room. You might encounter them giving orders, inspecting their domain, or involved in their own intrigues within the dungeon.
Clan Wars and Alliances: Introduce internal conflicts or alliances between different groups of monsters. For example, goblin clans could be at war with each other, or a truce might be struck between kobolds and orcs for a common goal.
Changing Dungeon Ecology: The presence of a new predator or an environmental change can alter the usual behavior of monsters, resulting in unexpected encounters and alliances.
Dynamic Reactions to Player Actions: Monsters can react to the player's actions in the dungeon. Loud battles, the use of magic, or the defeat of key characters can alert or frighten off other creatures.

I've written two blog articles on this topic How to Create a Living Dungeon and How to Determine Monster Relationships.

Twisting Pre-made Dungeons: The Villain Turns Out to Be Good

In solo dnd, playing with the idea that only 50% of the information from a module is accurate opens up intriguing narrative possibilities. Such a twist could be the revelation that the apparent villain of the story is actually well-intentioned, or even benevolent, akin to the complex character arcs often seen in stories like the Sith characters in Star Wars or alternative interpretations of classic tales like "The Lord of the Rings." Consider these scenarios:
The Quest Giver with Hidden Motives: The character who assigns you your quest could have hidden motives. They might be manipulating events for their own benefit, or perhaps they are trying to prevent a greater evil they cannot openly confront.
The Misunderstood Antagonist: The supposed 'villain' of the dungeon could be fighting for a noble cause, such as acquiring power to combat a larger, unseen threat. This could lead to moral dilemmas and complex decision-making for your character.

Interacting with NPCs: Charisma Checks

One way to manage the dynamics of reactions is to rely on charisma checks for each interaction with an NPC instead of using oracle tables or reaction tables. This approach grounds your encounters in your character's personality and social skills, adding a layer of realism and unpredictability. Here's how you can implement this:

  • Whenever you encounter an NPC, whether it's a merchant, a guard, or a mysterious stranger, make a charisma check.
  • Determine the Result: The result of the charisma check dictates how the NPC reacts to your character. A high roll may mean a favorable response, while a low roll could result in misunderstandings or hostility.
  • Add Depth to Role-Playing: This method forces you to consider your character's social skills and how they handle conversations, negotiations, and even deception.
  • Adjust NPC Reactions: The result of the charisma check could also influence the course of the story, opening up new plotlines or closing off certain paths based on how NPCs react to your character.

Solo Dungeons&Dragons adventure modules

We've created adventure modules specially designed for solo Dungeons & Dragons players:


Water crisis at Skyward Cliffs - dnd solo adventure module

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