Thursday, November 27, 2025

One Page Holiday - Thanksgiving 2025

I was looking for a nice, relaxing, short game to play and post for Thanksgiving this year.  What I found instead was One Page Holiday by M. Kirin.

One Page Holiday is a drawing game where you are trying to escape a holiday-themed killer who is stalking you in your dreams (nightmares). Throughout the game, you will be creating a collage of your encounters based on randomly generated prompts.  Let's get started!

Starting with a blank letter-size sheet of paper, I pick a number between 1 and 6 and write it in a box in the middle of the page.  This is my Lucky Number. I chose 3, for the trinity.  Whenever I roll it, I draw a Symbol of Luck on my page.  I can choose whatever I want for this symbol, and I choose a cross.

I start the game with one Symbol. Whenever I am prompted to X a Luck, I cross out a Symbol.  If I accidentally write over something that I already drew on my page, I cross out a Symbol. If I want to change the number I roll by 1, I can cross out a Symbol of Luck to do so.  If I ever need to X a Luck but don't have a Symbol available . . . Well, that's something I'd rather not think about.

Blank piece of paper with the word three written in the center inside a box and one cross.

Next, I create my character by rolling two d6 dice (all rolls will be with a d6).  The premise of the game is that my character has a flaw, and this roll will determine what it is. 4: I Lied . . .   1: About the end of the world.   Okay, I can have fun with this.  I'm a member of a doomsday cult. I need to write this on my page.

Text on the page saying that I told my family that the world would end the Friday before Thanksgiving.  It didn't and now they hate me.
I don't think this needs to be said, but I think it's clear from scripture that if Jesus didn't know when the world would end (Matt. 24:36), we won't either . . . nor does my pastor.

Finally, I need to create the killer, also known as the Spirit of Thanksgiving.  Referring to the correct month (November), I roll one die for their mask or disguise (6: Turkey) and one for their weapon (3: Knife and fork).  Turn the page around and draw the killer.
A Turkey-headed man holding a large fork dripping blood.

I fall asleep and enter the spirit realm.  On the page, I write down my last thought before going to sleep.
I'm tired. Hmm . . . Why do I smell turkey?
From now on, I roll a die, write the number in the margin of my page, read the prompt, and draw/write what it tells me to.

[5] You dream of the ruins of humanity. There is no life in sight. Everything is eerily quiet. Inside an abandoned building, you find boxes upon boxes of holiday decorations. In marker, overdraw a large box the size of your hand. (I made a fist to make it smaller.)
A picture of a box.
[6] X one luck. You fight back against the Spirit—and you’re hurt! Roll 1d6, then in red draw that many splotches of blood.
The page with all previous drawings and five red splotches.
[3] You dream of yourself outside a house. You look through the window to find people in hoods standing in a circle. Slowly, one of them turns to see you. In marker, overdraw a cross that spans the entire page.  (I rolled a three, so I draw another Symbol of Luck cross. Also, this prompt instructs me to "overdraw".  Whenever I am told to "overdraw" or "overwrite", I can cross over a previous item without having to X out a Luck.)
A giant cross covering about half the page.
[4] You dream of being trapped inside a box. You cannot breathe. You panic. You are afraid—and yet, this feels like a fitting punishment for someone like you. Draw a long box and then fill it with your thoughts. (Fun fact: This is one of my greatest fears.)
A coffin with the words "I can't breathe. I'm trapped. My worst nightmare! HELP!"
In retrospect, I missed a great opportunity here to relate my thought to my character's flaw.  "The world is actually ending . . . for ME!"

[2] You dream of the perfect holiday with family and friends… until something tragic or simply horrible happens. Write or draw what ruined this holiday for you.
Boy nealing on the ground with a literally broken arm and a football next to him on the ground.
A few things happen on this next roll.  I roll a 6. Since I've already rolled a six, I add a 6 and read [66]. That prompt doesn't thrill me, so I X my last Symbol of Luck and drop the roll down to 5.  This is my second 5 of the game, so I read [55].

[55] You dream of the wasteland. You spot another survivor in the distance, you run to them—only to see them die at the hands of the Spirit. Using your non-dominant hand and in red, write the dying words of that survivor.
Words scrawled with a red pen read, "I only wanted pie."
[22] Everywhere you go you see the holiday. Everyone is happy and celebrating—but you can’t handle seeing it. In marker, overdraw a symbol of this holiday; making sure it’s as big as your hand. (Second 2 and I can overdraw.)
A hand drawn cornucopia.
[555] The person you love most is dying in your arms. In their final breath, they warn you that you must kill the Spirit or else everything will end. In marker, draw the only weapon that can kill the Spirit.
A hand drawn axe.
[5555] (I know what die to grab if I ever need to roll a 5.) In search of the weapon to kill the Spirit, you dream of a bunker. You see a clock ticking down with no way to stop it. Time is running out. The end of the world is coming. In red, draw the countdown clock or write how much time you have left. 
A grandfather clock drawn in red.
[44] No matter how far you run, you relive your failures and mistakes one after another. The Spirit appears suddenly, walking you into a corner. Overdraw a large circle on one corner of the page.
A thick black circle drawn over some of the other images.
[444] The Spirit catches you and takes you into a dream filled with endless torture. They hurt you over and over. Using your non-dominant hand, write the words that escape your lips in between cries of pain.
Scrawled in red are the words, "I'm sorry. No more stuffing!"
[55555 – Apocalypse End] You failed to stop the Spirit and your nightmare is about to become reality. You wake up to a world engulfed in chaos. What ended life as you knew it? Roll 1d6: (5) Creatures from beyond the darkness of space invaded.  You are not dead. Not yet. In red, overwrite or overdraw what you see now: at the beginning of the end.
In red, a giant Snoopy Macy's Day balloon, except Snoopy looks made and jagged teeth line his mouth.  Several squiggly lines drop from Snoopy to several stick figures below him.
And here is the full collage, turned one way, then the other.
The full collage.
The full collage, turned upside down from the previous image.
Happy Thanksgiving!

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Philippians 4:5b-6

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Monday, November 24, 2025

Starting Solo: Traditional Roleplaying Games

Woman sitting alone at a table that has dice and fantasy minatures on top of it.
Source: Yuliya Pauliukevich: Chess Vectors by Vecteezy; PublicDomainVectors.org
This post contains affiliate links. Any purchases made through them will financially
support this website's creator. Read the full disclaimer here.

Your regular gaming group isn’t available. You’re between gaming groups. You want more agency in your game than a game master allows. You want to test a new system before introducing it to your friends. You have no friends.

There are many reasons (Okay, maybe not that last one) why someone would want to play their favorite tabletop roleplaying game solo. In my last Starting Solo article, I suggested several games that can provide that experience. But what if you just want to play your favorite game, even though that title isn’t designed to be played alone? Classics like Dungeons & Dragons or Pathfinder? Supernatural thrillers like Call of Cthulhu or Vampire: The Masquerade? Or familiar IPs, such as one of the Star Wars or Marvel RPGs? Is there a way to solo them?
Three Dungeons & Dragons books with Japanese text.
Japanese D&D Rulebooks - Source: Atlas of Mystara

Certainly they can!  All you need are the correct tools and a little creativity, and can have as much enjoyment, if not more, playing these games alone as you would in a group. [1]

Before I go any further, I want to be clear that my purpose is not to teach you how to play a solo game.  There are several blogs, Youtube videos, and forum threads that attempt this. These are fine, some better than others, but instead, I would recommend you study actual playthroughs of other people’s campaigns.

Besides a well-written, entertaining story, what you need to look for are creators who not only share their dice rolls, but also take the time in their actual plays to share their gaming process and thoughts behind the decisions they make.  In this way, you will learn how to effectively use the various tools available to the solo roleplayer. Great podcasts and videos, such as The Tale of the Manticore, A Wasteland Story, and Me, Myself, & Die are easy and convenient ways to listen and watch, but my recommendation for anyone truly interested in learning how to play would be to read the actual play session.

For starters, it’s how I learned to play. But more importantly, reading allows you the opportunity to really study the game instead of just letting the audio pass you by.  You can easily revisit an explanation that’s hard to understand, contemplate how the author shapes his story, or stop to research additional information about the tools used in the game.  After Tev’s Next Idea, a blog I would highly recommend is Alea Iactanda Est. It’s the blog I learned from the most – in fact, I consider the author to be my unofficial mentor – as well as the model for how I structure my own posts.

Regardless of which method you use, as you read/listen to these adventures, you will find that most, if not all, solo roleplayers use three tools:

RULE SYSTEM

Okay.  I know what you are probably saying.  This one is a no-brainer. And I agree, but that doesn’t change the fact that it is a necessary element of the game. Whether you are playing D&D, Traveler, or Monster of the Week, the specific system tells you how to create a character, run combat, make skill checks, and anything else you need to know about interacting with the world around you. Without a rule system, even the best, most creative adventure idea would remain unrealized.

Various roleplaying rulebooks and modules.
Rules and Modules - Source: Motokrosh Machinations
One of the great joys of playing solo is getting to create the world from scratch and develop rich, unexpected stories.  But I would be amiss if I didn’t address the fact that many games systems have also developed pre-written adventures, or modules.  Playing through one of these modules solo can be a bit more difficult since all the secrets are revealed once you read the module, but it’s not impossible. Explaining how to do would be an article of its own (if not more), but you can find examples in Mythic Magazine Vol. 3 and Vol. 50, and the archived Lone Crusader blog here and here.

Choosing a rule system is a start, but not quite enough to have a solo experience.  You will also need some way to emulate a game master and the information only they can provide.  For that, you need what is called an . . .

ORACLE

In ancient Greece, an Oracle was considered to be a conduit to the gods, providing divine answers to life’s probing question. Similarly, oracles used in solo roleplaying help provide answers only the gaming gods (or GMs) would know.  Basically, an oracle provides “yes” or “no” answers to questions asked while playing. (“Is the door locked?”) This can be accomplished simply by rolling a six-sided die.  Six is an absolute “yes”; one an absolute “no”, and any other number is some shade of “yes” or “no,” depending on how high or low it is. Simple, true, but simple isn’t always enough.  Several tools have been developed have expanded this basic concept to add excitement and realism.  The best known of these tools is the Mythic Game Master Emulator, but others good options are CRGE, One Page Solo Engine, or the online tool found at RPGSolo.com.

Menu buttons from RPGsolo.com.
RPGSolo.com Website

These beefed-up oracles start with the basic yes/no response, but add better defined results for the in-between rolls (i.e. yes, and; no, but).  Next, depending on the situation, the oracle can be weighed more toward a yes or no answer, providing responses that better fit a particular situation. I addition to yes and no, many oracles can occasionally add a random event or unexpected twist, providing obstacles for the character to overcome or affecting the characters in both positive and negative ways.

Not every question can be answered with a simple yes or no.  In those cases, many oracles include some method, typically a series of tables, to provide more complex answers.

Various Tables and rules from One Page Solo Engine
One Page Sole Engine - Source: DriveThruRPG
  These tables will generate vague words or phrases that need to be interpreted by the player. For example, your character wants to rent a room from the local innkeeper, but unfortunately the oracle tells you “no.”  You may want to follow that up by asking why? The oracle responds with “Bestow/Love.” An interesting response indeed.  Does it mean the innkeeper only has one room but wants to keep it available for that very attractive client who often comes to town unexpectedly?  Or is the innkeeper romantically involved with the hostel owner down the street and hopes to impress her by sending her some business?  The decision is all yours.

Armed with your favorite rule system and a well-rounded oracle, you are ready to play solo.  Really, that’s all you need.  However, just those two items might result in a rather bland game, shaped mainly by your limited experiences.  You want to add flavor to your game!  You want to go beyond what you can imagine!  For that you need to enlist the help of . . .

RANDOM GENERATORS AND OTHER PLAYER AIDS

What does that potion do? There’s a tool for that. What’s behind the locked door or hidden in the chest? There is a tool for that. Is it sunny or stormy? There’s a tool for that. Who is this stranger who sidled up next to me at the bar?  There’s a tool for that.  What does he say? You guessed it . . . there’s a tool for that.

By now, you probably get it.  Any information you might need while playing can be determined by using a random generator or similar type of tool.  In fact, there are so many “tools for that,” the new solo roleplayer (or seasoned one, for that matter) can easily begin to feel overwhelmed.  A couple of hours on the internet is all you need to find ten, twenty, fifty different tools that all look helpful and must be used in your next campaign.  And the list only grows.

I can’t tell you what are the best tools for your game, but I can offer some advice: Be Selective!

Be Selective In The Number Of Tools You Use

I would recommend, when starting a new campaign, you choose only two or three random generators or aids and stick with just those for the first few game sessions.  If you expect your campaign to take your characters into a dungeon, then choose a few tools to generate the dungeon, random traps, and treasure. However, if your campaign is starting in town, perhaps an NPC generator would be better, plus a tool for running a conversation and table of random encounters or quests. Limiting yourself to just a few will help keep you focused your game instead of managing tools.  You always have the oracle to help answer questions not covered by a particular tool and you can always add a tool later, as the need arises. 

Screenshot of the donjon website.
Donjon Website
If two or three tools aren’t enough but you still want to keep from being overwhelmed, you can choose to use only tools found in a single book or website. The number of tables may still be large, but at least they are all organized in one place, reducing the need to jump from resource to resource.  A few good websites are donjon, Chaotic Shiny, or the Behind The Tables subreddit.

Lastly, stay consistent and use the same particular tool (i.e. dungeon generator) for the entire campaign, or at least a specific quest.

Be Selective In How Often You Use The Tools

Just because there’s a “tool for that,” it doesn’t mean you always should use it. If you generate every detail every second of the game, your adventure may end up disjointed, veer in all different directions, and make little sense. You will end up being controlled by the game, instead of you controlling the game.

Pro Tip: You can use these tools enhance other solo gaming styles such as Journaling games and Map Making games.
Don’t forget that your role is not only to control your character, but also to be the game master. What’s exciting about playing solo is that you get to tell the story you want to tell.  These tools should only be used in specific circumstances to help keep things interesting: filling in minor details; answering questions that have multiple legitimate answers (What’s the queen’s favorite meal?); shaking up a game that has become stale; or nudging you when you have no idea what to do next.  All the other times, do what comes naturally, makes the most sense, or simply gives you pleasure.  Bottom line, if you want to rescue a princess from a dragon, then rescue the princess from the dragon. Don’t let a random quest roll send you to find a rare spice for the inn keeper.

I previously said I can’t tell you what tools will be best for your game. But I can help by sharing with you some helpful, interesting, and possibly relatively unknown options.  To do that, I will be premiering a new video series soon.  In each episode I will introduce a tool, explain its use, and demonstrate several of its features.  What will it be called?  Find out when I release the first episode after the new year.

In the meantime, these three tools – rule system, oracle, and random generators or player aids –should get you started playing almost any tabletop roleplaying game solo.  Some games are easier to solo.  Other can be a bit more difficult, but it doesn’t mean it’s impossible. I’ve been surprised to discover titles I originally considered unsoloable being played alone. It just took some creativity from the player . . . and the right tool.

Have fun playing and keep reading.  There’s always something new to enjoy and discover in this unique, niche hobby of ours!

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[1] A quick word about AI.  More and more tools are being created that allow an individual player to experience tabletop RPGs without the need for other players or physical game master. These tools are a great way to play solo, however, that style of play is not what is being discussed in this article.  Instead of the glorified video game or text experience offered by these AI tools, where the player is reacting to a digital GM, the style of gameplay I am discussing allows the player to be both character and game master, using tools as necessary to help generate the story while retaining surprise and the unknown.  Admittedly, some of these tools might utilize a form of AI, but just enough to spark an idea within the player and stir up their creativity. After that, the rest is up to them.

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1 Peter 4:10-11

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Monday, November 10, 2025

Starting Solo: Finding Your Style

Artistic image of a man sitting alone at a table with a board game set out in front of him.
Source: Vinh Sino: Chess Vectors-Vecteezy 
This post contains affiliate links. Any purchases made through them will financially
support this website's creator. Read the full disclaimer here.

If you’ve spent any time on the Solo Roleplaying message boards, you’ve seen, or perhaps even posted, a question like this: How do you start solo roleplaying? The specific question might vary, but the impetus behind most of them is, “How does one go about playing what is typically considered a social, multi-player game by themselves?”

Foolishly, I used to try to answer this question.  I say foolishly, because there are so many different aspects to the hobby and ways to play that it’s impossible to give an adequate answer in a single post.  It’s like asking how do I know the Bible is true?  There is no single simple answer. I had to read or listen to many different discussions covering a multitude of topics – history, archaeology, science, literary criticism, medicine, psychology, and so on – before I arrived at a comfortable, confident solution. And even now, I’m always learning more.

The same is true for Solo Roleplaying.  There is no single simple answer.  Each game has its own style.  Each player has their own method and uses different systems and tools. And the more you play, the more you learn.  So, I gave up long ago trying to answer such general questions.

What I can do, however, is try and break the question down, and help players, both new and old, focus on what they are looking for in the hobby and help them find tools to facilitate their game. That is what I hope to accomplish with this and following “Starting Solo” articles.  I am going to start by focusing on game style.  Not all games are the same, of course, and what aspects of tabletop roleplaying appeal to a player will help them determine what experience they are hoping to find and what style of game will best recreate that.

MAP GAMES

This first type of game I would consider rather niche. Being that solo roleplaying is niche in general, that might make mapping games the nichest of the niche.

When you are with your roleplaying group, if you are the one who is always keeping the map up to date, or exploration of the world your characters inhabit is as exciting as the story itself, then map-making games might be something that you would find rather interesting.

Paper with a hand drawn map showing images of buildings, mountains, and a river.
The Quiet Year - Source: Wyjdzie W Graniu
This style of gaming is rather self-explanatory.  The main point of games such as The Quiet Year and Cartograph is to draw a map by reading and responding to a series of random prompts. While some map games may contain light RPG mechanics, for the most part, there is no storyline or ultimate goal to be reached.  That being said, rich stories do often arise as you develop the history the land, the people who live in it, and they interact with the various locations, buildings, and events drawn on the map. Another way to look at it is “gamified worldbuilding.”  (Watch my daughter and me play the map-making game This Virgin Land Of Ours.

Of course, not all maps are of the overworld.  There are dungeons that need to be mapped, as well.  One such game is Delve. Instead of drawing what can be found on the land’s surface, the game asks you to draw what is under the ground.  Delve adds an extra layer of creativity in that you not only draw the map, but detail and decorate the rooms and caverns, as well.  (Watch me play a session of Delve.)

 
  
 
JOURNALING GAMES
 
Another big reason to play a tabletop RPG is the story. There aren’t many other games where the player participates is developing an expansive story involving the characters they play and their interaction with the world around them.  Sometimes, however, the story being told by the Game Master may not line up perfectly with the story you, as a player, really want to tell.  Or even if they do, you might just want to experience more stories than can be fit in your normal gaming sessions.  In those cases, Solo Journaling Games might be able to fill that need.

A journaling game is pretty much what it sounds like. Within the game’s them, the player creates a story based on prompts generated using common items such as a deck of playing cards or dice.  Alone Among the Stars might be the most basic form of journaling game.  To be fair, it is little more than a creative writing exercise.

A sample page from the game Thousand Year Old Vampire.
Thousand Year Old Vampire - Source: Tim Hutchings
However, many other journaling games provide more story, structure, and RPG elements. Games like Thousand Year-Old Vampire and Apothecaria provide more detailed backstory and specific goals in order to direct the players writing.  Character skills, resource management, and other elements typically found in traditional tabletop games add opportunities for success/fail checks throughout the game that affect the narrative and story’s outcome positively or negatively.

One of my favorite types of journaling game are Wretched & Alone games, named after the original The Wretched.  A W&A games starts by dropping you in a situation and presenting specific goals, such as you are a lone survivor on a derelict spacecraft and you must survive long enough to be rescued, but adds various systems (diminishing tokens, a block tower, dice rolls, special cards, etc.) that present obstacles and ramps up the danger. The result is very much a game-like experience that increases the tension so that, as the game lasts longer and longer, every journal entry could very well end of the game in failure.

Another aspect of journaling games enjoyed by many players is the opportunities for creativity beyond the story.    How the player decides to record the game adds to the fun.  While the term “journal” is often associated with a pen and notebook, a player may choose to record their entries using audio logs or video clips.  Additionally, how each of these entries are formatted can add color to the game.  I’ve written journals in the form of a dating show contestant’s interviews, to radio communications between Santa his elves on Christmas Eve.  Once, I even spilled blood.

DUNGEON CRAWLS

Up to this point, we’re just exploring and writing story.  What about battling monsters and finding treasure? Isn’t that the main reason to play tabletop roleplaying games?  Well, maybe.  Maybe not. Regardless, Dungeon Crawl-style games focus primarily on the task of searching a dungeon in search of treasure while killing monsters along the way.  Popular games of this type are FourAgainst Darkness  and D100 Dungeon.

Four Against Darkness - Source: Rob Standifer
Gameplay is pretty straightforward.  Similar to traditional RPGs, the player starts by creating and equipping a standard fantasy character: Fighter, magic-user, rogue, etc..  Next, they move through the dungeon, randomly generating each room, chamber, hall, or cavern as they progress. Also generated randomly are any creatures, objects, traps, or treasures in each room.  The goal is to survive as long as possible and collect enough treasure to improving your character and explore more dungeons.

These games tend to be big on mechanics and short on story.  Each dungeon might be themed  and have an immediate goal – there’s always a long-lost ancient sword that need to be retrieved so the true king can rule – but don’t look for some epic plot or deep NPC interactions in which your character may become entangled.  While you can always invent this story on your own, it is not an inherent aspect of the game.  For that, you would want to consider one of the next two game styles.

STAND ALONE SOLO RPGS

The previous styles have each focused primarily on one specific aspect of roleplaying: exploration, story, combat. However, I suspect that most players exploring this hobby are looking for a combination of all of these. Ideally, they’re wanting to create a solo experience similar to the group experiences they have with their friends.  These last two styles attempt to do that.

Ironsworn Cover. A female warrior gripping a sword with two hands above the hilt, tip pointed downward.
Source: Joshua Meehan

The first style I will refer to as the Stand-Alone Solo Tabletop Roleplaying Game. These games provide everything needed to play through an epic adventure alone, except for perhaps dice and paper.  These are games like Ironsworn, Starforged, Riftbreakers, and Plight. Each title contains rules for character creation, gameplay, and combat. Additionally, tools and tables are included to simulate a game master’s input.

It's this last item, game master simulation, that is unique to Solo roleplaying and the thing that can be the most confusing or difficult for someone getting started in this hobby to grasp.  In a traditional game, only the game master knows all that is going on and how a player’s actions to cause it to evolve.  In a solo game, however, how does the player accomplish this without knowing everything that is going to happen?

Riftbreakers Cover.  Knights in armor preparing to find a large ogre who holds a curved sword resting on his shoulder.
Source: Blackoath Entertainment
The honest answer is that they can’t.  Not totally, at least.  In a solo game, the player is both character and game master: roughly seventy percent character, thirty percent game master.  As the game master, the player is creating the world and devising situations in which to send their characters.  While they can’t do this without having some idea of what lies ahead, the game aids the solo player by providing means of keeping much of the information unknown until the appropriate time.

The most basic mechanic for this is random generation.  Almost anything that can chosen from a list can be generated randomly. What can be generated randomly will differ from game to game, but some such items might be the characteristics of non-player characters, room descriptions, types of quests, and monsters that attack the party. 

Many times, however, choosing an item from a list is not sufficient.  Your game will often require more complex descriptions or explanations to move the story along.  It’s the tools that provide these complex answers and descriptions that really make the game interesting.  For instance, let’s say your character hears a loud noise coming from behind a door.  In a traditional game, You would enter the room and the game master would tell you what happens.  In a solo game, however, the tool, often referred to as an oracle, will generate a phrase, concept, or series of words from which you must extract the details of the situation.  Again, using the loud noise example, the oracle might generate the words “aggression” and “damage”.  This might be interpreted as a fight between two opponents where one has stabbed the other.  Or it could be the room has been ransacked, an open window suggesting the vandal had escaped just prior to the characters entering the room.  Or anything else that those words might suggest and fits into the story.

I realize this might sound confusing or overwhelming, especially if you are unfamiliar with solo play.  The beauty of stand-alone games is that the rules often take the time to explain ways to use the tools and provide pointers on how to interpret the results. But once you get the hang of it, these prompts will often provide unexpected events in the story and surprising twists you may never have dreamed of otherwise.  I will discuss oracles more and offer some additional advice in the next article in the Starting Solo series, so keep your eyes open for that post.

TRADITIONAL TABLETOP ROLEPLAYING GAMES

Stand-alone games are a great place to start if you are new to solo gaming, or roleplaying in general. However, if you already have a favorite game, such as Dungeons & Dragons, Call of Cthulu, the Star Wars Roleplaying Game, or Mörk Borg, you can still enjoy great solo experiences using those rulesets. The method to do so is basically the same as a stand-alone game, with the biggest difference being that you have to assemble all the tools and aids yourself.  And there are a lot of choices to be made . . . so many, in fact, that I will reserve that for the next article.  

Regardless of how long you have enjoyed solo roleplay, I hope you find this introduction to these various styles helpful. If you are just getting started, I hope I’ve assisted you in navigating the many choices that are out there.  If you are a veteran, then possibly I have sparked your interest in a style of gameplay you’ve never thought of before. Either way, this hobby has a lot to offer.  I invite you discover more by reading my adventures here on Tev’s Next Idea, and be sure to read the next Starting Solo article about Traditional Roleplaying Games, where I will focus on turning any TTRPG into a solo experience.

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Ecclesiastes 3: 1-8

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