GuideThe Hero

How to Play a Solo RPG: Your First Session, Step by Step

Everything a first session needs, and how to play a solo RPG well: a way to play, a hero, the scene-question-roll loop, honest dice and a good place to stop.

Published 9 min read

You do not need a group, an evening four calendars agree on, or a Game Master to play a tabletop roleplaying game. You need a hero, a place for them to stand, and some way to answer the questions a Game Master would answer for you. This guide shows how to play a solo RPG from the first blank page to the end of your first session: the ways to play, the hero, the loop every solo scene runs on, honest dice, and a good place to stop.

What a solo RPG is, and what it is not

A solo RPG is a roleplaying game played by one person, who is both the player and the table that finds out what happens next. The whole craft of solo roleplaying lies in one need: something outside your own wishes must answer the questions you cannot answer fairly yourself.

Can you play a tabletop RPG by yourself?

Yes. You can play a tabletop RPG without a group: solo TTRPGs have their own games, tools and long-standing communities, and most group games can be played alone with a few additions. Learning how to play an RPG alone is mostly learning who answers the questions. At a table, the Game Master decides what lies behind the door. Alone, something else must: a journaling prompt, an oracle, or an AI Game Master.

A solo RPG is not a gamebook, whose every path was written before you opened it. Nobody wrote the story you end up with; it comes from your choices meeting the dice.

Three ways to play alone: journaling games, GM emulators and an AI Game Master

Journaling games

Journaling games are written for one player. Prompts, drawn with cards or dice, ask about your character, and you answer in writing. Thousand Year Old Vampire, by Tim Hutchings, is a well-known example: one vampire, followed through centuries of memory and loss. They suit players who love to write, and ask little of dice or tactics.

GM emulators and oracles

A GM emulator replaces the Game Master’s judgement with tables. You play an ordinary roleplaying game, a fifth-edition fantasy game for instance, and when you need to know whether the guard is awake, you ask a yes-or-no question, set the odds and roll. The Mythic Game Master Emulator, from Word Mill Games, has served solo players this way for many years, and games such as Ironsworn, by Shawn Tomkin, print their oracles in the rulebook. You keep all the books yourself. The solo RPG oracle guide shows how one works.

An AI Game Master

The third way hands the Game Master’s chair to an AI. You type what your hero does; the AI narrates, plays the people you meet and calls for rolls. A good one lets the rules and the dice decide outcomes, not its own prose, and keeps the campaign’s records for you. What is an AI Game Master? covers what to look for in a solo RPG with AI.

What is the difference between a journaling game and a GM emulator?

A journaling game is a complete game whose play is the writing. A GM emulator is a tool you add to another game: it answers the questions a Game Master would, while that game’s rules handle skills, spells and swords. The two mix well; many solo players keep a journal beside an oracle.

Do you need a Game Master to play a solo RPG?

No. You need something that does a Game Master’s work: it answers what you cannot answer fairly, and it surprises you. Choose by the work you would rather not do. If you would rather not run tables and keep records, try an AI Game Master; if you want every word to be yours, take an oracle and a notebook.

What do you need to start a solo RPG?

Less than most advice on solo RPGs for beginners suggests:

  • A ruleset. Solo RPG rules are either a game written for one player or a group game with an oracle beside it. For fantasy with familiar classes and spells, the System Reference Document 5.2.1 (SRD 5.2.1, licensed under CC-BY-4.0) covers heroes, checks, combat, spells and rests.
  • Dice. A d20 and the usual polyhedral set, physical or on screen.
  • A way to answer questions. An oracle, a journaling prompt, or an AI Game Master.
  • Somewhere to write. A notebook or a document with three pages: the hero, the people and places, and a running log.
  • A starting situation. A place, a problem, and a person who wants something from the hero.

Can you play fifth-edition rules solo?

Yes, with two adjustments. Fifth-edition rules expect a party, so a lone hero is fragile in a fight built for four: fight fewer and weaker foes, make retreat and parley real options, and lean on short and long rests and the skills that avoid a fight altogether. Most 5e solo play goes wrong in combat, not in conversation. The rules also expect someone to set the difficulty, so set the DC before you roll: about 10 for an easy task, 15 for a medium one and 20 for a hard one.

Make a hero with somewhere to go

Build the hero by the rules first. Under SRD 5.2.1 that means a species, a background and a class, ability scores bought with points, spells if your class casts them, and starting equipment. You are the whole party, so choose a hero who notices details, can talk to strangers and can hold a blade when talking fails. Perception, Insight and a social skill earn their keep in nearly every scene.

Then give the hero somewhere to go, in three lines under the sheet:

  1. What they want, and by when. “Find Father Cern before the next new moon” gives you a direction and a clock.
  2. Who they would go back for. One person whose fate matters to them.
  3. What they will not do, or cannot resist. It makes decisions cost something.

Begin in the middle of a problem, not at the start of a long road: a frightened innkeeper sliding you a key does more for a first session than a week of travel.

The solo loop: set a scene, ask, roll, live with it

Every solo session, whichever way you play, runs on one loop:

  1. Set a scene. Where, when, who is there, and what the hero wants here, in a sentence or two.
  2. Act. Say what the hero does, in the first person and in specifics: “I search the altar for a seam in the stone”, not “I search”.
  3. Ask when you do not know. If the world knows something you do not, such as whether the door is barred, ask an oracle a yes-or-no question with honest odds.
  4. Roll when the hero might fail. If an attempt is uncertain and failure would matter, make an ability check or a saving throw against a DC.
  5. Live with it. Write down what happened, the cost included, and let it shape the next scene.

The difference between steps 3 and 4 is the most useful idea in solo play. The oracle answers what is true about the world; the check answers whether your hero manages. A failed check to read a face does not mean its owner is lying, only that you could not tell.

End a scene when its question is answered, then set the next. The scenes the dice hand you, the ones you never planned, are the reason to play alone at all.

Rolling dice honestly when no one is watching

How do you keep dice rolls honest when you play alone? Decide what the roll means before it lands, and keep the result:

  • Name the stakes first. Write the DC, what success gives and what failure costs, then roll.
  • Roll where you can see it. A roll you never saw is a decision you made.
  • Keep the number. If you reroll until you like it, you are writing, not playing. Use advantage when circumstances favour you, not a second roll.
  • Let failure move the story. A failed lockpick means the guard arrives, not that nothing happens.
  • Roll only when failure is interesting. Otherwise, simply decide.

Solo FRP keeps the same faith: its AI Game Master, the Loremaster, calls for the check, and the dice are rolled in the open, landing in the story with animated 3D dice beside the DC they must meet. Undo takes a turn back there, a mercy for a slip of the keyboard; the honest habit is still to keep the dice you rolled.

How to play a solo RPG for the first time: a session, played through

Here is the opening of a first session in The Whispering Crypt of Valdrath, a sample adventure set in the Valdrath Vale. The hero has just reached an inn called the Black Pear.

Scene. Evening at the Black Pear. Brenna leans on the bar and slides a silver key across the wood: Father Cern is still gone, and the crypt is still open.

You write: I turn the key over in my hand and ask Brenna what she isn’t telling me.

Roll. Wisdom (Insight) against DC 13. The d20 shows 7, plus 4: 11. A failure. You can’t read her; she laughs like a bell and gives nothing away.

Ask. Is Brenna hiding something? She has every reason to want your help, so you call it unlikely. The oracle answers no.

Live with it. She has told you all she knows. The fear in her face is for the crypt, not for you. You take the key and cross the square to the abbey.

Notice the order. The check was about the hero: could she read Brenna? The oracle was about the world: was there anything to read? Together they settled the scene, and the next one set itself: the abbey at dusk, and Father Cern’s empty room behind the vestry. A first session needs no more than an hour and three or four scenes like this. Stop while you still want to know what happens next.

Ending a session so the next one begins easily

Stop at a decision, not halfway through a fight, and write a closing note:

  • Where the hero stands, and what they carry: hit points, Hit Dice spent, the silver key.
  • The open question you want answered next.
  • Anyone new: a name, where you met, what they want.
  • Threats and promises: what happens if the hero does nothing, and what the hero swore.

Copy the new people, threats and promises into your campaign records too. The campaign journal guide shows a way to keep NPCs, factions and quests useful for months.

How do you pick up a solo campaign after a break?

Read the closing note, then the people and the open quests, and read the last lines of the log aloud: it brings the voice back faster than any summary. Open with a fresh scene that puts the open question in front of the hero, and trust what you wrote rather than your memory. If a threat was on a clock, move it by the time that passed in the story, not by the weeks you were away.

An AI Game Master can carry part of this. Solo FRP keeps a codex of the people you meet, a quest log with steps, a timeline of looming events, a journal of threats, promises and facts, and periodic story summaries, so a name heard on the first night still means something weeks later. How it works shows a whole turn, and the FAQ answers the rest.