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  1. #1

    Putting the RP Back into Solo RPGs

    ROLEPLAYING IN SOLO MODE

    # SHORT GAMEPLAY EXAMPLE AT POST #2.
    # TABLES NEEDED:
    A d100 Emotions Table and an Oracle for YES-AGREE / MAYBE / NO-DISAGREE rolls for NPCs.
    # OR SOURCE NEEDED: "Roleplay in Solo Format" section in The Solo Adventurer's Toolbox [paid] which has it all except my expansion. Review.

    # TO BE REVISED AND STREAMLINED...


    I discussed the "Roleplay" part in Solo RPGs a year ago, but I did not do justice to it. Now it's time to share my expansion of an experimental procedure in a good old solo system. If you remember the main problem, it's still there: Feeling like talking to oneself!

    # Modern Problems and Modern Solutions

    I found the solution to roleplaying 2+ characters solo in Paul Bimler's "The Solo Adventurer's Toolbox." If you don't know what that is, you won't understand the rest. Anyway. It is mainly for soloing D&D 5E BUT it has an experimental part where a sub-system emulates "Roleplay in Solo Format" in page 95.

    Basically, depending on the current "Context" of a scene, the RP system bases an NPC's emotion with the "Emotions Table." From there, you decide if they Agree or Disagree with you. And by playing your PC true to their nature, you won't feel like talking to yourself. Let me explain.

    From the emotions table you decide the NPC's current / dominant emotion [you pick one according to the NPC's current state or roll to randomize] and with the provided procedure in the toolkit, you define if the NPC is Friend / Foe / Neutral / or Unknown. Which in turn, determines if they Agree [they do as told] or Disagree [they don't do as told] with you.

    # So where can you use this sub-system?

    You can use it in ANY setting or session where the main focus is "Social Interaction." Even in combat-heavy systems like D&D, it can be utilized for Political Intrigue, Interrogations, Negotiations, Heists [when "splitting" the gainz], and even in Romance plots where two seemingly different lovers [or their families] duel as Shakespare turn in his grave!

    Of course, I can't reproduce the procedure or the tables in here for obvious reasons, but...



    # How?

    Using Emotions Table and Agree / Disagree rolls as a baseline, I expanded upon this system with "Perspectives" & "Tell" rules which are simpler than they sound:

    For settings like Dune or Vampire the Masquerade where there are plots within plots, it takes more than just Agree or Disagree. You know, these smooth talkers are complex creatures! So first I added Perspectives to the equation, which are simply Points of Views of the NPCs [their core belief systems, ideologies, etc.] If this sound intimidating, it is as easy as Bonds and Ideals in D&D. You take the POV of the NPC into consideration after you determined their Dominant Emotion.

    And whatever is their "Current Goal, they just interact with your PC through "Tell" rules.

    And the "Tell" rules are very simple: They may Agree or Disagree with your PC, BUT they don't have to TELL you that they are gonna do or don't do the thing you want them to do! They may be Agree with you but circumstances may force them to Oppose you, yet they can TELL you that they're gonna help you. Or vice versa.

    Yes, you speak (or Chat) on their behalf, but in essence, you don't interact with yourself by using this procedure. You interact with a 3 Dimensional NPC with their own perspective through the Main Character you're Roleplaying as. It's no different than writing fictional characters and dialogues for them. It's just more theatrical with extra steps.

    So the new matrix looks like this:

    d4 - Intensity Roll:

    1 - Fully x 3 - Vigorously
    2 - Half-arse x 4 - Lightly
    *^* *** *^*
    TELL: 1-2 AGREE or 3-4 - DISAGREE
    TELL: 1-2 DO or 3-4 DON'T DO

    "Tell Matrix" is almost always the case in political plotlines -unless they're hiding information from you-, and it is always with some caveat or trick. Miss Info and her fiancée Dis Info! ^^

    "Do"s and "Don't's are still according to TSAT Rules. Simply put, if the NPC agrees with you, they do as told but in this revision, they may or may not TELL you that they will do as told. They can lie to mislead you.

    From there, just set your PC's and NPCs' goals into motion and make them plot their maneuvers.



    # THE EXPANDED PROCEDURE [Except TSAT Info]

    Step 1: Establish the NPC Foundation

    Before the conversation begins, define the NPC's baseline and current state according to the current Context of THEIR OWN reality.

    * Relationship Status: Categorize the NPC as a 1-Friend, 2-Foe, 3-Neutral, or 4-Unknown. Either determine or roll d4 to randomize.
    * Perspective: Define the NPC’s core belief system, ideology, OR point of view. This determines how they filter the information or requests you present to them.
    * Dominant Emotion: Identify or roll for the NPC's current emotional state (i.e: Angry, Peaceful, Scared) and note its corresponding numerical modifier. Emotion Table in TSAT is a d100 table with modifiers for this purpose. But you can also simply just pick an emotion to remove the crunch.


    Step 2: The Core Interaction Roll

    This roll determines the NPC's internal stance regarding your character's request or opinion.

    1. Frame the Question: Ask a Yes/No question based on your character's goal, such as "Will you (Half-Elf Harper) provide me with the ancient warding scrolls for my quest?"
    2. The Roll: Roll a d20 and add / subtract modifiers.
    3. Roll for The Internal Stance: No/Disagree. Maybe. Yes/Agree. But the ranges are in TSAT and I can't reproduce them. You can use the d4 - Intensity Roll instead.


    Step 3: Emulating Deception and Intensity (The "Tell" Matrix)

    In complex dynamics, what an NPC thinks is not always what they say or do. This step uses the "Tell" rules to resolve the discrepancy between internal stance and outward behavior.

    1. The Tell Discrepancy: Consider if circumstances force the NPC to lie or tell half-truths. They may internally Agree but outwardly Tell you they Disagree due to fear of your Nemesis, or they may Disagree but Tell you they Agree to lead you into a trap.

    d4
    ----------------

    1-2: Half-truth
    3: Lie
    4: Truth
    ---------

    2. Roll for Intensity (d4): Use this to determine how the NPC delivers their message:

    * 1: Fully. The NPC is completely committed to their outward stance.
    * 2: Half-arse. The NPC is hesitant or unconvincing in their response.
    * 3: Vigorously. The NPC is passionate and forceful in their response.
    * 4: Lightly. The NPC is casual or dismissive regarding the topic.



    # A NOTE FOR SOLO GMs

    Remember, any specific combination is governed by the "Context" of your current adventure and your own narrative expectations.

    As the Arbiter of your character's reality, you are encouraged to interpret the Oracle's results in a way that fits the fiction and moves the story forward in fun ways.

    If a specific roll ever feels entirely nonsensical for the current scene, you have the authority to change it, reframe it, or choose the next most logical outcome to maintain immersion.



    # MOAR INFO [TECHNICAL]

    * 4 Relationship Statuses: Friend, Foe, Neutral, or Unknown.
    * 50 Emotions: There are 50 distinct emotional states listed in the Emotions Table, with modifiers.
    * 3 Internal Stances: No/Disagree, Maybe, and Yes/Agree.
    * 3 Tells: Truth, Lie, or Half-truth, representing the possible discrepancies between an NPC's internal thoughts and outward behavior.
    * 4 Intensity Levels: Fully, Half-arse, Vigorously, and Lightly, determined by a d4 roll.

    There are 7,200 possible combinations with these parameters.

    All 7,200 of them are narratively plausible because the inclusion of the "Tell" matrix specifically emulates the reality that what an NPC thinks is not always what they say or do.

    In realistic social dynamics, an individual’s internal stance often conflicts with their outward behavior due to factors like fear, hidden motives, or complex ideological perspectives.This system ensures that NPCs act as autonomous agents driven by core beliefs rather than functioning as simple yes-no machines.

    The 50 distinct emotions in TSAT provide a nuanced baseline, and even "seeming contradictions" can serve as a foundation for interesting and grounded stories.

    Characters in this framework are layered and allowed to be unreliable or emotionally raw, almost any combination can be interpreted to add gravity to the scene. The "Intensity" roll (d4) further increases the realistic feel by determining if a message is delivered "Half-arse" or "Vigorously," reflecting natural human hesitation or passion.
    Last edited by Tempered7; April 16th, 2026 at 01:21.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  2. #2
    # A Gameplay Example

    Context: My Wizard character asks Elara the Harper "Will you (Half-Elf Harper) provide me with the ancient warding scrolls for my quest?"

    Step 1: NPC Foundation for Elara the Half-Elf Ranger / Harper

    * Relationship Status: Neutral (She knows me, but the recent bandit raids have made her wary).
    * Perspective: "Wizards are magnets for bandits; the scrolls should stay buried to keep the peace."
    * Dominant Emotion: Stressed.

    Step 2: The Core Interaction

    Nebukadnezzar [My Wizard PC] approaches her at the village edge.

    "The bandits intercepted my caravans because my tower is vulnerable. Tell me where the ancient warding scrolls are hidden so I can secure this valley."

    *I do the necessary rolls.*

    1. Internal Stance Roll: (Maybe).
    2. Intensity Roll: 3 (Vigorously).

    Step 3: Emulating Deception and Intensity

    I have rolled a 4 for the Tell Matrix, which indicates she is telling the Truth.
    Because her Internal Stance was a Maybe and she is telling the Truth, her outward behavior is a sincere reflection of her internal conflict.


    - The Interaction -

    Nebukadnezzar stands before the Harper, his shadow long against her garden. Internally, the herbalist [Elara's cover] is torn; she sees the logic in the Wizard's need for defense, but her core belief that "wizards invite trouble" makes her hesitant to reveal the scrolls (Internal Stance: Maybe). Because she is Stressed, her internal indecision manifests as a sharp, high-energy deflection to hide her uncertainty.
    She lets out a sharp, defensive laugh and gestures Vigorously toward the valley (Intensity: 3).
    "You want the scrolls?! The same magic that lured those bandits to our caravans in the first place?" she cries out, her voice echoing off the stone walls.

    "I have enough blood on my hands treating the survivors! If you want me to betray the Earth’s secrets, you must first prove that your wards won't just paint a larger target on our backs!"
    Because her internal stance is a Maybe, she has not rejected me entirely, but she requires a specific condition or further proof of my intent before she will cooperate.
    My PC believes that she is not leading him into a trap or using a half-truth to buy time;

    Her Vigorous demand for proof is a direct result of her Stressed emotional state and her core Perspective that magic is a beacon for violence [which is not revelaed to my PC yet.]

    *Satisfied with her sincerity, I simply agree with her condition with a confident nod, then leave...*

    --- End of Scene ---


    Imagine the possibilities in Dune or VtM!
    Last edited by Tempered7; April 16th, 2026 at 01:24.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

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