TEXT: One Page Solo Engine 
  Karl Hendricks 
  v0.2 
  CC BY-SA 4.0 
  An all-in-one toolkit to play your favorite 
  tabletop RPGs by yourself. 
   
  How to Play 
  1. Create a character using your chosen 
  game system. 
  2. Come up with an adventure idea and 
  SET THE SCENE for the start. 
  3. Start asking the ORACLE questions. 
  4. Play the game to overcome the 
  challenges of the scene. 
  5. SET THE SCENE for the next thing you 
  want your character to do. 
   
  Set the Scene 
  Describe where your character is and 
  what they are trying to accomplish, then 
  choose (or roll) a SCENE OBJECTIVE. 
   
  Scene Objectives: 
  1. Conflict – a fight or action scene 
  2. Exploration – explore a dangerous 
  location (DUNGEON CRAWLER) 
  3. Challenge – a test of skill or ability 
  4. Social – convince or trick an NPC  
  5. Travel – move through dangerous 
  territory (random encounters) 
  6. Rest – recuperate and heal 
   
  Roll 1d6 to see if something unexpected 
  happens.  On a 6, it is an ALTERED SCENE. 
   
  Altered Scene: 
  1. An unexpected event interrupts you. 
  2. The location is different or changed. 
  3. The NPCs are new or unexpected. 
  4. Roll a different SCENE OBJECTIVE. 
  5. An important event is already 
  happening here. 
  6. The situation is easier or harder. 
  Oracle (Yes/No Question) 
  Ask the ORACLE questions like you would 
  the GM.  Ask leading questions that are 
  most likely or most interesting.  Choose 
  the likelihood and roll two dice. 
   
  Answer (d6): 
  Likely: Yes on 3+ 
  Normal: Yes on 4+ 
  Unlikely: Yes on 5+ 
   
  Qualifier (d6): 
  …but… on 1 
  …and… on 6 
   
  Complex Question 
  When you need to ask an open-ended 
  question, draw a card from a deck.  Use 
  the tables to inspire the answer and 
  interpret it within the context of the 
  current scene. 
   
  Card Rank (or 1d12): 
  2 – Seeking 
  9 – Failing 
  3 – Opposing 
  T – Taking 
  4 – Communicating 
  J – Abandoning 
  5 – Moving 
  Q – Assisting 
  6 – Harming 
  K – Changing 
  7 – Creating 
  A – Deceiving 
  8 – Planning 
   
   
  Card Suit (or 1d4): 
  Clubs – physical, strong, constructed 
  Diamonds – mental, plotting, technical 
  Spades – magical, intuitive, strange 
  Hearts – personal, social, emotional 
   
  NPC Reaction 
  When you meet an NPC, roll its initial 
  reaction below. 
   
  (1-2) Friendly: 
  1. Talkative or gossipy 
  2. Wants to trade 
  3. Offers help or advice 
  4. Needs a favor or has a job 
  5. Has a lead or a clue 
  6. Offers direct assistance 
   
  (3-4) Neutral: 
  1. Not interested in talking 
  2. Wants to trade 
  3. Requests tribute or payment 
  4. Needs a favor or has a job 
  5. Tries to trick or deceive 
  6. Pursuing unrelated objective 
   
  (5-6) Hostile: 
  1. Attacks without warning 
  2. Threatens or harasses 
  3. Demands tribute or payment 
  4. Denies access 
  5. Tries to trick or deceive 
  6. Pursuing counter objective 
   
  Enemy Tactics 
  In combat, enemies should do what 
  makes the most tactical sense. 
   
  Change Tactics: 
  1-4: Use same TACTIC as last action 
  5-6: Roll a new TACTIC 
   
  Tactic: 
  1. Attack recklessly for max damage 
  2. Aid an ally or heal 
  3. Act according to this unit’s role 
  4. Take a defensive posture 
  5. Seek an advantage 
  6. Focus on a weak target 
   
  Dungeon Crawler 
  Use this when exploring a dangerous 
  location such as a dungeon.  Roll once for 
  each table below and combine the 
  results into an area that makes sense. 
   
  The first area always has 3 exits, one of 
  which is a dungeon exit. 
  * If you are seeking a goal, (a specific 
  LOCATION, ENCOUNTER, or OBJECT), rolling 
  a 6 on that table gives a 50% chance (4+) 
  that you find the element you seek. 
   
  Location: 
  1. A living area or meeting place 
  2. A working or utility area 
  3. A typical, unremarkable area 
  4. A typical, unremarkable area 
  5. An area with a special feature 
  6. A location for a specialized purpose* 
   
  Encounter: 
  1. Hostile enemies 
  2. Hostile enemies 
  3. None 
  4. None 
  5. A friendly or neutral NPC 
  6. A unique NPC or adversary* 
   
  Object: 
  1. An interesting item or clue 
  2. A useful tool, key, or device 
  3. Nothing, or mundane objects 
  4. Nothing, or mundane objects 
  5. A valuable treasure 
  6. A rare or special item* 
   
  Special: 
  1. There’s a trap here 
  2. There’s a secret hidden here 
  3. Nothing special 
  4. Nothing special 
  5. Nothing special 
  6. A challenge or item is enhanced 
   
  Exits: 
  1. Dead end (1 exit) 
  2. 2 exits 
  3. 2 exits 
  4. 3 exits 
  5. 3 exits (connects to existing area) 
  6. 3 exits (50% for dungeon exit) 
  
SOURCE: textdata/thevault/Solo/2. GM Emulators & Generic Solo Rules/One Page Solo Engine.pdf