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Solo RPGs: How to Play Tabletop Games All by Yourself

May 27, 2026
9 min

Solo RPGs: How to Play Tabletop Games All by Yourself

Here's a secret that surprises a lot of newcomers: you don't actually need a group to play a tabletop RPG. You don't even need a single other person. With a game book, some dice, and a notebook, you can play an entire adventure alone, at the kitchen table, on a quiet evening, whenever you like.

This isn't a fringe hobby for a handful of hermits, either. Solo RPGs have been booming. In recent years they've exploded in popularity, fueled by crowdfunding campaigns, a wave of beautiful indie titles, and a community that loves sharing their playthroughs online. Whether you're a curious beginner or a veteran looking for a new way to roll dice, solo play is one of the most exciting corners of the hobby right now.

Let's dig into what it is and how you can start tonight.

What Is a Solo RPG?

In a traditional tabletop RPG, you have players controlling their characters and a Game Master running the world, the story, and everything the players don't. Solo play asks an interesting question: what if one person did both?

When you play a solo RPG, you wear two hats at once. You're the player, making choices and inhabiting your character. But you're also a kind of GM, narrating the world and deciding what happens next. The trick that makes this work, the thing that keeps it from being you simply telling yourself a story you already know, is surprise.

You introduce surprise using the game's rules and a set of randomizers. Instead of deciding how every scene unfolds, you ask questions and let the dice, cards, or tables answer. The game becomes a conversation between you and chance. You set the stage, throw in some randomness, and react to what comes back. That's where the magic lives, in the moments you didn't plan.

Oracles and Prompts

The heart of most solo play is the oracle: a tool that answers the questions you can't answer for yourself without spoiling the story.

The simplest and most common is the yes/no oracle. You ask a question out loud ("Is the door locked?" "Does the guard believe my lie?"), then roll a die to find out. Many oracles add shades of nuance, with results like "yes, but..." or "no, and...", which complicate the answer and push the story somewhere unexpected. That little "but" is often where the best drama comes from.

Beyond yes/no, solo games lean on a few other engines of surprise:

  • Random tables. Roll on a table to generate a location, an NPC's motive, a piece of treasure, or a sudden complication. Many games ship with dozens of them.
  • Prompt decks. Some games use cards or numbered lists of evocative prompts, a phrase or scenario that you interpret and fold into your tale.
  • Generators. Names, towns, rumors, dungeon rooms, you name it. They keep the world feeling alive and unplanned.

A whole category of solo games takes this even further: journaling games, where the act of writing is the play. You draw a prompt, then write a journal entry, letter, or diary page from your character's point of view, building their story one entry at a time.

Two standout examples show the range. Ironsworn is a free, rules-rich fantasy game built from the ground up to be played solo, co-op, or with a GM. It uses "move" mechanics and oracle tables to drive a gritty quest across a harsh land, and it's many people's first taste of solo play. Thousand Year Old Vampire takes the journaling approach to its emotional extreme: you chronicle the long, lonely centuries of an immortal, and as time marches on, your vampire slowly forgets its own past, losing memories as the years pile up. It's less a game you "win" and more a haunting story you uncover.

Ways to Play Solo

There's no single right way in. You have a few different paths, depending on what you already own and what you're in the mood for.

  • Dedicated solo games. Titles designed specifically for one player, like the journaling games above. Everything you need is built in, which makes them the smoothest place to start.
  • Solo modes in existing games. A growing number of regular RPGs now ship with official solo rules or appendices, so you can play the same system alone that you'd play with friends.
  • Any RPG, plus an oracle. This is the secret weapon. Grab a standalone oracle toolkit and you can run almost any tabletop RPG solo, using the oracle to play the part of the GM. Your favorite system suddenly becomes a solo game.

Some players also bring AI assistants into the mix, asking a chatbot to describe a scene, voice an NPC, or brainstorm a twist. It's a natural fit for the current wave of AI tools, and it can be a fun co-narrator. Just treat it as one more randomizer in your toolbox rather than the whole game, and keep your own creative voice in the driver's seat.

Why Play Solo?

If you've only ever pictured RPGs as a group activity, the appeal might not be obvious yet. But solo play solves real problems and offers genuine pleasures of its own.

  • No scheduling. The eternal curse of tabletop gaming, finding a night that works for five busy adults, simply vanishes. You are always available.
  • Practice the rules. Solo runs are a low-stakes way to learn a new system, test a character build, or rehearse before you GM for others.
  • Creative journaling. For people who love to write, solo RPGs are a structured, endlessly surprising prompt machine. You end up with a story you can keep.
  • Play anytime, anywhere. Ten quiet minutes before bed? A long train ride? That's a session.
  • Great for introverts and the busy. No social energy required, no group to coordinate. Just you and the story, on your terms.

Getting Started

Ready to try it? You can be playing within the hour. Here's the short version.

First, pick your entry point. Either grab a solo-friendly game (a dedicated title like Ironsworn is perfect) or pair an oracle toolkit with a system you already love. Don't overthink it; the best choice is whatever you can start today.

Second, keep a journal. A cheap notebook or an open document is all you need. Jot down what happens, what you ask the oracle, and how your character feels. This record is what turns a series of dice rolls into an actual story.

Third, and most important, play to find out. Don't script the ending in advance. Ask questions, roll, and genuinely react to the answers, even when they derail your plans. Especially then. The whole point is to discover the tale alongside your character, not to recite one you've already written.

Tips for Better Solo Play

A few small mindset shifts make the difference between a stilted exercise and a session you can't put down.

  • Let go of doing it "right." There is no GM checking your work and no rules police. If a ruling makes the story more fun, it's correct. Trust yourself.
  • Let randomness lead. When the dice hand you something inconvenient or strange, lean in instead of overriding it. The unexpected answer is usually more interesting than the one you wanted.
  • Record your story. Writing it down, even briefly, makes the events feel real and gives the world weight. You'll be surprised how attached you get to a character you've only known on the page.

Your Table of One

Solo RPGs prove that the soul of the hobby, telling a great story with dice and imagination, doesn't depend on a full table. It depends on you, a few good tools, and a willingness to be surprised.

So pick a game, open a notebook, ask your first question, and roll. And if you want a hand keeping it all organized, the same tools you'd use with a group work beautifully alone, too: Mini Kraken's character sheets, dice roller, and notes are right there whenever your solo adventure calls. Now go find out what happens next.