How it worksAn AI Game Master, turn by turn

How a session of Solo FRP runs

Solo FRP is a solo fantasy roleplaying game played in your browser, with an AI Game Master called the Loremaster. You write what your hero does, and the Loremaster answers. Here is one turn of it, and the tools that sit around the turn.

Part I

You write; the Loremaster answers

A session is a conversation with rules underneath it.

You type what your hero does, in your own words: I ask the innkeeper who last went down to the crypt, or I search the altar for a seam in the stone. The Loremaster narrates what happens next and keeps the scene moving.

When the road divides, it offers choices, and you pick the way. When the outcome of an action is in doubt, it does not settle it by fiat: it calls for an ability check or a saving throw, and the dice decide.

If a turn went somewhere you did not mean, undo takes it back, one step at a time, and the story stands where it stood before you acted. If the Loremaster stumbles over a turn, retry gives it a second attempt.

Part II

Dice in the open

When an outcome is in doubt, the dice decide it, and you watch them fall.

The Loremaster names the roll it needs, say a Wisdom (Perception) check against DC 12, and the dice are rolled in the open. The roll appears in the story with animated 3D dice beside the DC it must meet, and then the verdict.

With advantage or disadvantage both dice land, and the one that counts is marked. A natural 20 and a natural 1 are shown for what they are. Combat is part of the game too, and its chapter on the first page shows a battle.

Part III

The oracle and the chaos factor

For the questions no rule can answer, ask the oracle.

Some questions are not for the rules. Is the door barred? Is the innkeeper lying? Has anyone followed you from the vale? Ask the oracle a yes-or-no question, choose how likely the answer seems, and it answers against the chaos factor, a number from 1 to 9.

The chaos factor climbs as scenes slip out of your hands and falls as you take control, and the higher it rises, the more often fate says yes to the things you fear. Scenes can be interrupted, too: now and then a scene does not open the way you planned, and the tale turns somewhere new.

The oracle is Mythic-style, after the Mythic Game Master Emulator by Word Mill Games, a tool solo players have used for many years.

Part IV

Your hero, by SRD 5.2.1

Fifth-edition-compatible rules, from the first ability score to the last rest.

Solo FRP plays by SRD 5.2.1, the System Reference Document 5.2.1, licensed under CC-BY-4.0. You make a hero the way those rules ask: a species, a background and a class, ability scores bought with points, spells for those who cast them, and starting equipment.

The character sheet keeps the rest: a portrait and a description of your own, skills and an inventory. In play the same rules hold: ability checks and saving throws, short and long rests that spend Hit Dice, conditions and exhaustion.

Part V

The atlas, hex by hex

Beyond the first scene lies a map you have not seen yet.

The atlas is a hex map under fog of war. The party travels hex by hex, and the fog lifts where you walk. The road brings random encounters, sites waiting to be discovered and nights at camp.

Set a waypoint for where you mean to go, and write your own notes on the hexes, so the map becomes yours as much as the world's. A minimap on the play screen keeps your bearings while you play, beside the weather and the time of day.

Part VI

What the Loremaster remembers

A campaign is only as good as its memory.

Solo FRP keeps the records a careful Game Master would: a codex of the people you meet and an NPC web of how they are bound to one another; factions, and your reputation with each; a timeline of looming events, some with deadlines that will not wait; and a quest log broken into steps.

A journal, headed the Loremaster remembers, holds the threats, the promises and the facts, and periodic summaries of the story keep the rest. So the story stays consistent from session to session, and a name you heard on the first night still means something weeks later.

Part VII

Five languages, one sample tale

The story is told in the language you choose for it.

The Loremaster narrates in English, Turkish, German, French or Spanish, and the rules and the dice work the same in each. This website itself is written in English only.

The sample adventure is The Whispering Crypt of Valdrath, set in the Valdrath Vale. Its road begins at an inn called the Black Pear, where the live prologue on the first page of this site begins too.