TEXT: SOLO RPG
  Stat up your Hero, Declare your setting.
  These can be done as simply or as complex as you like. The more complex it is, the more detail you 
  will have to work with and some answers may come easier to you… The more simple it is the more 
  surprises will be in store. You can't lose.
  Set your first Scene.
  This is a short description of where the Hero is and what's happening. 
  At this time you should also come up with a Scene Goal for the Hero... This will determine when the 
  scene is over (whether they achieved or failed at the goal).
  Begin asking questions! A question can be either an Inquiry or an Action outcome. Questions must 
  be in a yes/no answerable format.
  For each question, roll a d6 and read the following result (If your Hero has a significant advantage, roll 
  a second d6 along with it and choose the result. If a significant disadvantage, roll the second D6 but 
  take the worst result for the hero):
  1- No, And…
  2- No
  3- No, But…
  4- Yes, But…
  5- Yes
  6- Yes, And…
  "And" means even more than you expected, "But" means there is a limited effect or a drawback.
  In addition, roll a different colored D6. This is the Twist Die. If it comes up a 1, there is a twist to the 
  scene.
  What is the twist? Take 2 different colored D6, declare which one if "first" and roll them, then consult 
  the following chart:
  1st d6
  1- NPC
  2- PC
  3- Organization
  4- Physical event
  5- Emotional event
  6- Item
  2nd d6
  1- Appears
  2- Alters the location
  3- Helps the hero
  4- Hinders the hero
  5- Changes the goal
  6- Ends the scene
  Exactly what this two-word sentence means is up to your interpretation based on what you know about
  the goings on. This is even more open ended than the other systems I looked at, but I found it 
  sufficient for my imagination.
  
  Once the scene ends in some way (the protagonist's goal is met or failed) take a breath, and roll the 
  next scene (1d6):
  1-3: Dramatic scene
  4-5: Quiet Scene
  6: Meanwhile…
  A dramatic scene means the action doesn't let up! A quiet scene means there is no immediate danger, 
  probably a good chance to gather intel or discover more about the characters or situation. A 
  Meanwhile scene is a remote location, and does not involve the protagonists! This should be 
  immediately randomized as a twist and kept quite short. I haven't done one of these yet but I'm looking
  forward to it.
  Some more randomizers may be helpful, such as the ones in Mythic or other games. I didn't really 
  need them in my test game. What I did lean on a bit was name generators, of which there are many 
  available as web pages online.
  Want proof of concept? You got it. I played a quick session just to see if it worked.. Here it is, exactly 
  as I played it out.
  Calamity Outpost, the Solo RPG
  I set a limit for myself first off. All Characters had to be based on a mini in my collection.
  Dash Allison is a spacejacker.. Galactic slang for a Jack of all trades making a living among the space-
  lanes. Dash captains a small cargo hauler in dubious repair and little else but his cherished free-trader
  license. Dash grew up on Earth, the worst scum-hole in the quadrant. He learned to fight equally well 
  with his fists or a pistol early in life, although he has had no formal training.
  He learned to pilot a starship from his friend, Captain Chinto.. A Prang Spacejacker that inadvertently 
  rescued him from a lethal situation on Earth.
  Dash has ended up at Calamity outpost, on planet 15 in the Khurasan system. Almost broke and far 
  from home, he hopes to make enough credits to upgrade his ship and get clear of this volatile Grey-
  zone.
  Set the Scene:
  Dash wakes up. He can't see anything and his hands are tied.
  Scene Goal: Dash needs to figure out where his is and how much trouble he's in.
  Are Dash's Eyes covered? 
  Yes and - Not only that but there is a bag over his head that makes it difficult to hear. Or breathe.
  Dash tests his bonds, carefully feeling around to see how he is restrained. Can he get free?
  No but 
  Dash sighs. His wrists and feel are solidly locked into durasteel shackles. He is able to sit up on his 
  knees and move around though.
  He gets into a sitting position and scoots carefully along the floor. Does he find a wall?
  Yes , +Twist. Physical event/helps the hero.
  Dash quickly ascertains that he is in a small cell. As he works his way around, he fumbles across a 
  door.. Which creaks open!
  Dash sticks his head out the door and listens carefully. Does he hear anything that could give him a 
  
  clue to his whereabouts?
  No
  Getting more panicky every minute, Dash carefully taps at the walls and floor with his boot. Does it feel
  like concrete?
  No And
  Clang. Dash's years of Spacejacking tell him he's not in a building.. He's on a ship, or at least a 
  station.
  He yells out: "Hey! Somebody want to take this bag off my head?"
  Is there any response?
  No.
  Dash sits down and tries to get his hands in front of him with a little contorting. Does he manage it?
  No and
  "Aaaggh!" Dash is stuck in a curled-up position. He rolls forward onto his face with a painful clang. 
  "COME ON!.. Anybody?! Hostage in jeopardy here! YO! ANYBODY ELSE ON THIS RUSTBUCKET?!"
  Is there any response?
  Yes and
  Dash hears boots stomping along the gantry and he is hauled to his feet. He is shoved up against the 
  wall in a standing position.
  "Who's there? What the hell is going on?" He barks. Is it his captors?
  Yes
  There is no reply to his question. His mysterious assailants bundle him down the hallway. Are they 
  taking him back to the cell?
  No but
  The hood is whipped off as he is frog-marched down the corridor.
  Is there more than one guard?
  Yes and
  There are four guards standing around him.
  Des he know any of them?
  Yes
  Are they the law?
  Yes. Twist. Physical event/changes the location.
  "Officers! I…" is all Dash manages to say before the wall explodes in a shower of debris and sparks.
  Is Dash being rescued?
  Yes and
  
  Stepping through the rubble comes Miri Nooram, his engineer. Her magna wrench makes short work 
  of the shackles. Coughing in the smoke are Captain Chinto and Thraken Gallen. The huge blue alien 
  tosses Dash his blaster.
  Did they bring a ship?
  Yes
  "Step lively now lad, we breached the hull not far from here.. If we're quick we can be void-side before 
  they cut through the bulkheads to reach us!"
  Dash slaps his old friend on the back and they make haste down the corridor.
  After a few minutes of running, Dash pauses. "Just exactly where are we, Chinto?" He pants.
  Are they on a ship?
  Yes and
  "Only a Federated battlecruiser. Now move it!"
  Do they make it to the breach in time?
  Yes
  The four dive through the hatch and seal it, running to their stations in the glare of flashing proximity 
  alarms.
  Are they on Dash's ship?
  No but
  Chinto drops into the pilot harness and says:
  "I'm going to try to get us clear of this thing, then we can slip atmo and get you back to your ship… It's 
  still docked on Calamity. The robot and the psycho are babysitting it for you."
  (He slams the engines into gear and they break loose)
  "After that I'm gong to have to get out of this system for a while.. The Feds aren't going to forget 
  Goosey Lucy for a while.."
  The "Goosey Lucy" blasts away as the much larger Federated battle cruiser begins to come about.
  Are they able to get away?
  Yes And
  Miri grins as she straps into a G-couch.
  "Don't worry pops… I wormed their system good. It's going to be at least ten cycles before they get 
  any signals in or out of that flying brick!"
  The battle cruiser sputters to a halt as the Goosey Lucy arcs toward planet 15 and Dash's Ship, the 
  Prospect.
  End Scene. Next Scene: Quiet Scene.
  
SOURCE: textdata/thevault/Solo/2. GM Emulators & Generic Solo Rules/Solo-RPG.pdf