TEXT: There are two kinds of roleplayers, 
  those that ‘get’ solo roleplay and those 
  that haven’t discovered it yet. I hope 
  that this book will get your from the 
  latter to the former. 
  If you are already a solo player, you 
  can skip this bit and move on to the 
  rules and oracles. If you don’t know 
  what a solo oracle is, this chapter is for 
  you. 
  When Savage Worlds is played 
  traditionally, the Game Master [GM] 
  sets up the opening scene, that starts 
  your story, answers any questions to 
  clarify your vision of the scene, 
  resolves conflicts and plays all the 
  NPCs that populate the world. 
  When you take the GM away, you need 
  something to replace these functions. 
  Written By: Peter Rudin-Burgess 
  Art By: Mira Cosic, Pete Linforth, 
  Raphael Ofagbe 
  Savage Worlds License Agreement 
  This game references the Savage 
  Worlds game system, available from 
  Pinnacle Entertainment Group at 
  www.peginc.com. Savage Worlds and 
  all associated logos and trademarks 
  are copyrights of Pinnacle 
  Entertainment Group. Used with 
  permission. Pinnacle makes no 
  representation or warranty as to the 
  quality, viability, or suitability for 
  purpose of this product. 
  
  With a little prompting, you can generate that opening scene yourself. You may 
  know the kind of game you want to have. The opening of solo games tends to be 
  more like the opening paragraphs of novels, getting right into the action and 
  drama. There is no need to gather the party together and get to know each other. 
  You can leap right in and get going. Resolving conflicts and opposed actions are 
  handled using the standard Savage Worlds rules.  
  Where the solo rules come in is with the answering questions. In answering 
  questions, these rules provide some simple rules for generating ‘improvisation’ 
  prompts. Different types of question need different types of answer, Testing if a 
  door is locked is very different from wanting to know what the last entry in a 
  murder victim’s diary said. 
  Once you know how to answer questions, you can apply those rules in any 
  situation. 
  Playing the NPCs is pure imagination. You combine everything you know, the 
  situation, the answers you have generated and imagine the scene playing out. 
  You imagine the actions and interactions that make up the scene. 
  So, that is how it works; what you need now are the rules for answering 
  questions using the oracles. 
   
  
   
   
  The Closed Question Oracle will answer yes-no questions with a variety of 
  positive and negative results. 
  When asking your question, you need to decide how likely the answer is going 
  to be yes or no. 
  Asking if there are sentries outside a military commanders office, is very likely 
  to be a yes. Asking if the door to the villains secret base has been left open is 
  very unlikely. 
  You will roll a Wild Die, and a likelihood die for each question. 
  The likelihood changes the rolled die 
  Very unlikely 
  d4 
  Unlikely 
  d6 
  50/501 
  d8 
  Likely 
  d10 
  Very likely 
  d12 
   
  A result of 4 or greater is a Yes 
  A 2-3 is a No 
  A 1 is a No, and… 
  A maximum result on the die is a Yes, and… 
  Both yes and no answers can be appended with the and… modifier. If the 
  question was a potential problem for the character, such as “Did the clerk set off 
  the alarm?” the and… results can be treated very much like a Complication (see 
  the Savage World core rules). If the answer has a positive impact on your story, 
  such as “Is there a vehicle I can steal?” the answer should be exceptionally 
  good. For example, “Yes, there’s Porsche at the curb with the door open, engine 
  running and the owner is occupied arguing with a  parking enforcement officer.” 
  Note: Oracle dice do not explode. 
   
  Here is some basic advice for using the Closed Question Oracle. 
   
  1 Although statistically a 4 or greater on a d6 is the 50/50 chance, using the d8 is 
  more in line with a GM that is actively encouraged to say Yes in preference to 
  No. 
  
  • 
  Where possible, go with your first instincts in interpreting answers. 
  • 
  If you cannot think what an answer means in under 20 seconds, ignore 
  it and assume the answer was a yes. 
  • 
  Three Strikes. Try not to ask more than three consecutive questions. 
  There is a risk of the game turning into a game of 20 questions, that is 
  not what solo roleplay is about. 
  • 
  Avoid asking world or game-breaking questions. Yes, you could ask if 
  you find a million dollars at the end of your bed in the morning, but 
  what is the point? 
  • 
  Try and balance the story so far, the answer you rolled and the style of 
  adventure you want when you interpret answers. 
  • 
  Ask questions that will move your story forward, not ones that will 
  block the adventure. 
  • 
  The oracle is biased towards Yes, use that to add action to your 
  adventures. 
  • 
  Complications, yes and…, and no, and… results can be used to 
  introduce plot twists or new story arcs. 
   
  
   
   
  Open questions are handled using improvisation prompts. Each card in an 
  Action Deck has an assigned meaning. 
  Once you have drawn a card from the deck, read its meaning and try and work 
  that into your scene. 
  The suit of Spades relates to Magical, Intuitive and the Strange 
  Ace 
  Deceptive Magic 
  King 
  Intuitive Change 
  Queen 
   Strange Assistance 
  Jack 
   Abandon Faith 
  10 
  Intuitive Choice 
  9 
   Strange Failing 
  8 
  Planning Something Magical 
  7 
   Strange Creation 
  6 
  Instinctive Harming 
  5 
  Strange Movement 
  4  
  Magical Communicating 
  3 
  Intuitive Opposing 
  2 
  Strange Seeking  
   
    
   
  
  The suit of Hearts relates to the Personal, Social and the Emotional 
  Ace 
  Deceptive Person 
  King 
  Emotional Change 
  Queen 
   Personal Assistance 
  Jack 
   Social Abandonment 
  10 
  Social Choice 
  9 
   Personal Failing 
  8 
  Personal Planning 
  7 
   Create Emotion 
  6 
  Emotional Harm 
  5 
  Social Movement 
  4  
  Personal Communication 
  3 
  Opposing Social 
  2 
  Personal Seeking  
   
    
  The suit of Diamonds relates to the Mental, Plotting and Technical 
  Ace 
  Deceptive Plot 
  King 
  Technical Change 
  Queen 
   Mental Assistance 
  Jack 
   Abandon Technique 
  10 
  Mental Choice 
  9 
   Technical Failing 
  8 
  Technical Planning 
  7 
   Create a Plot 
  6 
  Mental Harm 
  5 
  Plot Movement 
  4  
  Technical Communication 
  3 
  Plot Opposition 
  2 
  Mental Seeking  
  
   
   
   
  The suit of Clubs relates to the Physical, Strong and Constructed 
  Ace 
  Strong Person 
  King 
  Physical Change 
  Queen 
   Strong Assistance 
  Jack 
   Abandon Construction 
  10 
  Physical Choice 
  9 
   Failing Strength 
  8 
  Personal Construction 
  7 
   Physical Creation 
  6 
  Building Harm 
  5 
  Physical Movement 
  4  
  Communicate Strength 
  3 
  Construct Opposition 
  2 
  Seek Physical 
  These rules do not have specific meanings for Jokers. I recommend that when 
  you draw a joker, you shuffle the pack and then draw the top two cards. Now try 
  and combine the meanings of both cards into your open question and answer. 
  Open questions are those that cannot be answered yes or no. You can use them 
  for a person’s inner thoughts or motivations, diary entries, the contents of a bank 
  safety deposit box or a treasure chest. 
  I will take those example questions and show how two different cards could be 
  used to answer them. The cards I draw from the deck are the Ace of Clubs and 
  Eight of Hearts. 
  As an NPCs inner thoughts or motivations, Strong Person is quite easy to 
  interpret. It instantly gives me a way to play this NPC. 
  Diary Entry? This is also easy to imagine as an entry. The subject could either 
  be admiring someone’s personal quality or maybe chastising oneself for lack of 
  personal strength. 
  Safety Deposit Box? What does a strong person have in their bank deposit box? 
  My first instinct was the deeds to their property and a gold bar. I think the 
  
  independence of owning a property outright could apply, and the gold is heavy, 
  and that was related to strength. 
  As an NPCs, inner thoughts or motivations, Personal Planning as an inner 
  motivation suggested to me that this person has some personal objective that has 
  nothing to do with what my character wants or needs. A nasty NPC could have 
  their interests at heart, a nice NPC could be a quest giver or need a task done? 
  Diary Entry? This is also easy; the diary gives details of that person’s plans for 
  their entire day. This could be vital if the story involves trying to reconstruct a 
  murder victims movements or head off the villain’s plans. 
  Safety Deposit Box? This, to me immediately suggested blueprints or physical 
  plans. 
   
  Hopefully, you can see how the same card can mean very different things each 
  time it is drawn. The genre of your game will have a big impact, 
  communications in medieval settings could involve horses and riders, in sci-fi, it 
  is as likely to be personal communicators. In modern settings that could be 
  emails and phones… and then there is magic and psionics. 
  Many of the same tips hold for the action deck as they do for the closed 
  questions. Don’t agonise over a meaning, if it isn’t obvious then think of 
  something that is, and go with that. Try and balance the story so far, the answer 
  you rolled and the style of adventure you want when you interpret answers. You 
  can use unexpected answers to drive plot twists and new story arcs. Don’t be 
  afraid of this! 
   
   
  
   
   
  Savage Worlds has a standard 2d6 reactions table for NPCs. This table ranges 
  from Hostile to Helpful. 
  In addition, you can ask a closed question, one that fits the immediate situation. 
  For example, your character has just rescued a hostage. You would expect the 
  hostage to be relieved or thankful. You can follow that up with a closed question 
  of are they thankful for being rescued with a likely [1d10] roll. If that came up 
  as a 1, that could suggest a whole raft of possible reasons. What if the ‘hostage’ 
  was an undercover agent and you just blew their operation? What if the captive 
  and the criminal swapped places just before you entered and you just took out 
  the ‘victim’, and you have just released the kidnapper? 
  The closed question, at this point, is a useful way of adding an extra layer of 
  complexity or richness to your game. It can throw up situations you were not 
  expecting. 
  Bennies are an important part of Savage Worlds. These rules do not change the 
  way that you use bennies for your character. 
  What needs to change is when foes use their bennies. These, of course, are never 
  going to be to your benefit, they may try and avoid defeat or gain an advantage 
  against you. 
  You will start every solo game session with three bennies, as normal. Every time 
  you use a Bennie it passes to one of your enemies or foes. The GM starts with 
  the regular two bennies per wild card plus one for your character. This is in 
  addition to the bad guys getting your used Bennies.  
  Foes will always use their Bennies to re-roll their first, non-critical, failed roll. If 
  a foe has Bennies available and there is a use that will be fun, or immediately 
  obvious, then do it!  
  These rules are just a bare minimum to keep Bennies moving in the game 
  session. 
  Solo play thrives on random events that push you to be more creative. One of 
  the built-in features of Savage Worlds is Creative Combat. If you succeed a test 
  in combat with a raise, find and roll on the Creative Combat table (2d6) and 
  incorporate the results into your scene. 
  Creative combat was supposed to make combat more ‘pulpy’ but one aspect of 
  solo play is that you are a lone hero, with no one else to support you, if you are 
  not using allies, fights can be tough. The Creative Combat option can give you a 
  slight boost when acting alone. 
  
  Being able to spend a Bennie even after a critical failure will give your Wild 
  Card another advantage. I would suggest that you only do this if you are alone, 
  no allies in your party. This also only applies to you, your hero. 
  This is another way in which you can even the odds a little in favour of your 
  solo Wild Card 
  Regardless of your genre or setting solo characters should start with 15 skill 
  points rather than the regulation 12. Those extra three points will help you round 
  out your character, making them a bit more independent. This is useful when 
  you do not have a team to fall back on. 
   
   
   
  
   
   
  Your hero is going to start as a novice. There is no reason why not to employ an 
  accelerated progression and move your character up in power a little faster than 
  you would in a regular game. 
  Those first few sessions will give you a chance to get a feel for your character 
  and to evolve them in a way that fits how you are playing them but is more 
  interactive than just starting at a higher power level from the outset. 
  In a solo game, you can do some more interesting things with time. You could 
  start at a higher power level, play the final confrontation with an arch enemy, 
  playing it no holds barred and play it straight just to see who wins. 
  Now you can go back to the beginning and see how you got there! 
  Were you using a holy sword? How did you get it? That is an adventure right 
  from the start. 
  Were you mixing tech and magic? How did you learn that? 
  In this sort of game, a player death should be treated as defeat and capture. You 
  are not plot armoured, and the game should still be a challenge. I have run 
  quests to find that holy sword only to lose it when defeated in the next 
  adventure, but I knew I had it during the final battle, so another adventure was 
  needed to regain the lost sword. 
  You need to construct a story arc that is going to satisfy all the conditions you 
  set for that first scene, the show-stopping final battle. 
  Plots and adventures will be created as you play; there is little or no prep in solo 
  play. Occasionally, you will hit a point where you think “my character would 
  have known that.” If this happens, you can address it in two ways. The first is to 
  say that you have that piece of knowledge and just move on. 
  Sometimes if you knew something before you set out, you would have done 
  something differently, for this second group you can play a flashback. If you 
  knew there were security guards at the docks, what would you have done? Bribe 
  them to turn a blind eye? Fine, jump back in time and play out the social 
  interaction, try and bribe a security guy, buy him a few drinks and offer him the 
  bribe. If it works out, then you can proceed knowing that you have a man on the 
  inside or that a section of fence will not be patrolled that night. 
  If the social interaction does badly, then it is all the more important not to trip 
  any alarms as at least one guard could be a little suspicious! 
  You can play a scene twice. Identify a point where a question or choice resulted 
  in a significant change in your story. Now jump back to that point and take the 
  
  other choice and role play forward from that point. What you have now is an 
  alternative universe version of the same game. 
  I enjoy doing this when a character I had fun playing reaches a natural 
  conclusion. Maybe they died in the final confrontation, or maybe they won and 
  lived happily ever after. 
   
   
  
   
   
  I find it extremely useful to keep a journal of my solo adventures. A journal is 
  halfway between your player notes if you were playing in a game and the GM’s 
  notes if you were running a campaign. 
  Some solo players will imagine a scene, ask a few questions, draw a few cards 
  and then write out an entire scene long-form, like a chapter of a book. You can 
  even use these solo rules to write in that fashion. 
  My journal is more akin to a list of bullet points. I note down questions, rolls 
  and answers, cards drawn and interpretations, but all in the briefest forms. 
  I also recommend a set of highlighters and using them to pick out possible 
  sidequests, NPCs, and important events. 
  Reading your journal back to yourself before you start a session will help you 
  get into character and remind you of what could be happening behind the scenes 
  of your adventure, the villain’s big scheme or dastardly plan. 
  When an open question card throws up a surprising answer, you can try and 
  relate it back to previous answers. Using this backward referencing to create 
  plots or story arcs that may be going in ‘off-camera.’ by this I mean if, for 
  example, you have encountered two assassins, wouldn’t it be logical to assume 
  that someone is out to get you? Now you have made that assumption should you 
  draw a card and it said [3Spades] Intuitive Opposing, you could interpret that in 
  the context of someone who wants you dead. To me, that suggests someone 
  guessed or felt that you were working against them. Could this plot be a case of 
  mistaken identity? It is in this way that you can start with no campaign spanning 
  plot or story arc, but build one almost out of nothing. As you refresh your 
  memory with your journal, ask yourself “Why did that happen?” 
  This is where the highlighters come into their own. I use them to mark and 
  connect events in my journal. 
  Earlier I talked about What if…? situations. You can use your journal for 
  spotting these important junctions in your story. That is why I prefer to have the 
  questions, rolls, answers and interpretations clearly listed. 
  No one need ever see your journal. I think they are personal documents, mine 
  would be incomprehensible to anyone else, but if you create something that 
  could be read, there are plenty of places to share solo actual plays or games. 
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Misc/Solo Game Guide for Savage Worlds.pdf