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Solo Play Guide
Notes on solo RPG engines, mechanics, and principles.
Core Mechanic
All solo engines answer questions: Is there a way across the chasm? How many guards? Is the door locked?
How answers are determined is the soul of the engine:
- Likelihood — how likely is “yes”? More likely = fewer surprise twists.
- Narrative tension — adjusting outcomes based on story pacing and pressure.
- Levels of success — heroic success, partial success, tragic setback.
Rules for Solo Play
- Rulings and enjoyment over rules
- Keep it simple — fewer supplements, variations, addendums
- Use a system you already know
- Scenes are the base unit — every session is a string of scenes
Engine Comparison
Mythic GME
- Determine odds → adjust for Chaos Factor → roll Fate Question
- Result: Exceptional Yes / Yes / No / Exceptional No
- Random Events on doubles ≤ Chaos Factor
- Makes for dramatic scenes with narrative momentum
MUNE
- Determine odds (advantage/disadvantage) → roll Oracle
- More twists and paths at a smaller, faster level
- Lighter weight than Mythic
Location Complexity (4AU Concept)
Every ship, station, artifact, or ruin has a complexity rating. Higher = more things happening.
Rating controls how many features you roll from a table. A three-section ship probably isn’t trapped in a time loop and filled with self-replicating machines and flooded with toxic gas.
- Every location has 1–N Big Things
- Simple version: one table. Advanced: table of tables.
- Games are replayable — rules for reusing maps, branching versions, re-exploring previous runs
- Crews can leave their mark, not always for the better