TEXT: Guide
  to
  Playing Alone
  Kenny the Solo Roleplaying Sage
  
  I
  Acknowledgements
  In the preparation of the revised Guide to Playing Alone I would like to
  thank the following people: Aleksandar, Alex Yari, Charles Reynolds,
  Deathworks, Johnn Four, Phil Nicholls
  (If I’ve forgotten to include your name I am still grateful and if you email
  me I’ll be happy to include your name in the above list.)
  Author: Kenny 'the Solo Roleplaying Sage' Norris
  Editors: Charles Reynolds, ???
  Copyright © 2016 by Kenneth Norris
  All rights reserved. This book or any portion thereof
  may not be reproduced or used in any manner whatsoever
  without the express written permission of the publisher
  except for the use of brief quotations in a book review.
  Published in the United Kingdom of Great Britain and Northern Island
  soloroleplayer.com
  Some artwork from Swords for Hire and Rouge’s Gallery from The Forge Studios and from Fantasy
  Filler Art copyright Rick Hershey, All Rights Reserved
  Fonts: Arkham and P22 Albion
  Version: 1.5
  Last Updated: 4th March 2016
  
  II
  Contents
  ACKNOWLEDGEMENTS
  I
  CONTENTS
  II
  INTRODUCTION
  III
  KNOW ROLEPLAYING
  IV
  A DEFINITION OF ROLEPLAYING
  IV
  POWERS
  IV
  WORK TOGETHER
  V
  STORY
  V
  GUIDELINES
  V
  THE TWO TYPES OF ROLEPLAYING
  VI
  PUTTING IT TOGETHER
  VII
  KNOW THY SELF
  VIII
  BARTLE TYPES
  VIII
  DIAMONDS
  VIII
  SPADES
  IX
  HEARTS
  IX
  CLUBS
  IX
  PUTTING IT TOGETHER
  X
  KNOW THY TOOLBOX
  XI
  CORE ELEMENTS
  XI
  SOLO ENGINES
  XI
  DRIVERS
  XI
  RANDOM CONTENT GENERATORS
  XII
  OTHER TOOLS
  XII
  PUTTING IT TOGETHER
  XIII
  FIRST STEPS
  XV
  CHARACTER
  XV
  STORY
  XVI
  
  III
  TECHNIQUES
  XVI
  LOGGING
  XVI
  THE BEST WAY TO START
  XVIII
  RATS IN THE BASEMENT
  XVIII
  Introduction
  'Not tonight, sorry.'
  'Sorry, I'm busy.'
  'I've got a big project at work.'
  'Can't this weekend. It's my little one's birthday.'
  How often have we heard, or said, something similar to the above?
  However, even that is better than moving to a new area and not having
  anyone to play with. Which happened to me.
  I thought my roleplaying days were finished.
  I was wrong; I found a new way to roleplay.
  I discovered solo roleplaying.
  Solo roleplaying is a way to roleplay when you are unable to roleplay
  with mates. It can't take the place of time around the table, but solo
  roleplaying gives you a deep roleplaying experience, one that requires
  only yourself. The only excuses you'll hear are the ones you bring.
  There are three key elements to exploring solo roleplaying:
  1.
  Know Roleplaying
  2.
  Know Thy Self
  3.
  Know Thy Toolbox
  In this guide I'll help you explore all three and give you guidelines on how
  to start roleplaying alone.
  
  IV
  Know Roleplaying
  Many games and people have spent much ink (and pixels) talking about
  what roleplaying is. It’s a topic most advanced roleplayers tend to ignore.
  But if you take a short time to think about roleplaying it can help you
  come to an understanding. This understanding will help you uncover
  solo roleplaying and how it’s not only possible but enjoyable.
  A Definition of Roleplaying
  In social roleplaying there are 2 types of players. PCs and GMs.
  The two types of players work together to create a story.
  This leads to the definition of roleplaying:
  In roleplaying two 'powers' 'work together' to create a 'story' using
  'guidelines'.
  The 4 bold terms above are described below.
  Powers
  'Powers' is used for the lack of a better term.
  This term refers to the Games Master (GM, narrator, DM, etc.) and
  Player (PC, hero, character, avatar, etc.).
  
  V
  If you're playing alone you have to control both powers. That is you're
  both GM and PC.
  Doing this alone is possible but, to make things more interesting, it's best
  to use a solo engine to outsource some of the power of the GM. Solo
  Engines are talked about in more detail in Know Thy Toolbox.
  Work Together
  Collaborative, co-operative, interactive - Three words that can replace
  'work together'. They all mean similar things.
  There should be give and take, on how the story develops, between the
  two powers. Look again at the picture above. Notice how both arrows
  joining together at story are the same size.
  Neither GM nor PC is more important in creating the story.
  Story
  This is differentiates RPGs from other games. Other games may have
  characters and need 2 types of players. It’s the 2 types of players coming
  together to tell a story that’s important.
  Even if you don't think of it, there's a story, no matter how flimsy, to
  guide a character's actions.
  For solo roleplaying, the story is more important than other elements.
  It’s in the story that you’ll gain the most pleasure.
  In its most simple form a story is:
  A narration of a series of events a character takes in order to overcome
  a situation.
  This means everything within your game should be focused upon solving
  a single situation. This definition can be used with Sandbox, Railroading,
  or any other kind of roleplaying you do.
  Guidelines
  To be a game, rather than free-form storytelling, there has to be rules.
  It does not matter how heavy, light, simulationist, or narrative your
  chosen ruleset is.
  Rules help drive the action, what your character is able to do, and
  provides a framework to aid in telling the story.
  
  VI
  The Two Types of Roleplaying
  This is a typical social roleplaying where PCs and a GM work together
  to create a story.
  When you’re playing solo roleplaying you’re both PC and GM. This
  makes it harder for you to add those events into your game to surprise
  you and make things more interesting.
  To get two separated powers a Solo Engine, and Random Content
  Generators (see Know Thy Toolbox,), is used.
  Putting everything together creates a framework sentence for solo
  roleplaying:
  'You' and 'Solo Engine' will 'work together' to create a 'story about X'
  using 'guidelines'.
  
  VII
  Putting it Together
  The framework sentence for solo roleplaying is:
  'You' and 'Solo Engine' will 'work together' to create a 'story about X'
  using 'guidelines'.
  Rewrite and personalise the framework sentence to create your own
  framework for your game. If you haven’t got a solo engine yet write 'Solo
  Engine' into your sentence.
  For example:
  †
  Mythic (this is a ruleset and Solo Engine in one) and I will work
  together to create an epic story of how an exiled prince becomes
  a king.
  †
  I will be consorting with a Solo Engine to play a fun Savage
  Worlds game in a space opera setting where a group of people
  on a spaceship live hand to mouth trying to find that one big
  score.
  †
  Mythic GME and I will co-operate in creating a story about a
  homesick barbarian searching for a way to rescue his tribe using
  HeroQuest.
  †
  Fate Solo and I will create a story about a haunted superhero
  trying to overcome his demons using Fate.
  Don't just make a single sentence; make a few.
  They can be to do with a single game or different games. Tweak your
  favourite sentence then write it down.
  
  VIII
  Know Thy Self
  It’s important to know what you want out of roleplaying as this will help
  keep you interested and motivated while you learn. It will also help you
  craft stories and adventures that draw you back time and again. Even if
  it’s just a few moments here and there.
  So who are you: Heart, Club, Diamond, or Spade?
  Bartle Types
  Applying Bartle Types to solo roleplaying might not be a perfect fit. Dr.
  Bartle identified them for use with MUDs (Multi User Dungeons—the
  forerunners to MMORPGs). However, as social roleplaying games and
  MMORPGs are similar Bartle Types can be mapped across.
  If you want to go into detail then Dr. Bartle said that MMORPGs use
  these elements: self-contained physics, real-time, not reality, control of an
  avatar, shared, can descend into. Check them all for social roleplaying.
  All but shared for solo roleplaying.
  There are four reasons why people play [MMO]RPGs for fun:
  †
  Achievement within the game.
  †
  Exploration of, and within, the game.
  †
  Socialising.
  †
  Imposition upon others.
  In the words of Dr. Bartle: achievers are Diamonds (they're
  always seeking treasure); explorers are Spades (they dig around
  for information); socialisers are Hearts (they empathise with
  other players); killers are Clubs (they hit people with them).1
  One thing to think about is that over the course of a game the chances
  are that you’ll change from one player type to another. Player drift is
  a common, and trackable, phenomenon.
  It’s time to look at player types so you can discover who you are right
  now.
  Diamonds
  Diamonds are achievers.
  A Diamond is always ticking things off lists. They wanting to go onwards
  and upwards chasing targets and goals. Diamonds either want to achieve
  1 http://mud.co.uk/richard/hcds.htm
  
  IX
  either 'soft' (in-game achievements) or 'hard' (gaining levels, playing new
  games) targets. Maybe even both.
  If you’re a Diamond trying solo roleplaying you need to have, or find,
  distinct goals to achieve whilst playing the game.
  Spades
  Spades are explorers.
  A Spade is always looking for new things to discover.
  If you’re a Spade solo roleplayer you can explore either 'soft' things (the
  world, people's attitudes, or the world's history) or 'hard' things (the
  mechanics of the rule system or the width and breadth of solo
  roleplaying).
  Hearts
  Hearts are socialisers.
  A Heart seeks out social interaction.
  If you’re a Heart there is a possibility that solo roleplaying isn't for you.
  Unless they want a way to talk to the voices in your head and not seem
  strange...
  Failing that, you can run a game with lots of NPC interaction. Some
  Hearts say NPC interactions are important to them.
  There is also another side. Soloists, like other roleplayers, like to form
  groups. On the internet there are places where soloists congregate. Two
  places are the RPG Geek Guild: Solo Roleplayers and the other is the G+
  Lone Wolf group.
  Clubs
  Clubs are killers.
  A Club needs to find a way to impose themselves upon others.
  If you’re a Club you’ve got to find a game in which you can dominate
  those around you. You can be: a warrior lording it over others, an
  assassin striking your enemies down in the dark of night, a thief taking
  what you want without care for others, a politician climbing up the
  ranks of power stepping on all in your way, or even a warlord taking all
  the lands you want and forming those lands into a formidable empire.
  In fact, there are eight Bartle Types. The eight are the four basic types
  with an Implicit or Explict tag. If you act automatically you're an
  implicit. If you make plans then you're explicit.
  
  X
  Putting it Together
  Pick an option from above as to what Bartle Type you are.
  The next step to take is to list your favourite stories. For each story write
  a list of elements that you enjoy about the story, the more focused the
  list the better.
  Instead of writing ‘I Like the Hero’ expand it. What do you like about
  the hero? Is it that he always gets the girl? Or that he is tall and
  muscular? Or that he isn’t afraid to share his emotions?
  Once you have the lists of elements put them together into a single list.
  The more often an element appears the more important that element is
  to you.
  Between knowing your Bartle Type and the elements you enjoy in
  stories, you should have a solid understanding about what types of games
  you want to play when you roleplay.
  The good thing about solo roleplaying is the ability to play games that
  are fun for you!
  
  XI
  Know Thy Toolbox
  If you're been roleplaying for a while over the years the chances are
  you've amassed a large collection of books (both electronic and physical),
  dice, models, and other assorted roleplaying aids.
  Core Elements
  To solo roleplay you need some core elements. These make solo
  roleplaying possible.
  There are five core elements:
  1.
  Game Systems
  2.
  Solo Engines
  a.
  Drivers
  3.
  Random Content Generators
  a.
  Idea Generators
  Three of these core elements need explaining: Solo Engines, Drivers and
  Idea Generators.
  Solo Engines
  Solo Engines, which were introduced above, help you by removing some
  of the duties of the GM.
  They randomise what is going on in the story and
  provide results (either expected or unexpected) in
  your game. Mythic GM Emulator is the best Solo
  Engine available.
  There are other Solo Engines out there, including my
  engine, Fate Solo, but these are more limited and
  might not give you the full experience Mythic GME
  provides.
  You can find a list of Solo Engines here:
  soloroleplayer.com/resources-and-tools/
  Drivers
  Drivers are optional frameworks that help frame an
  adventure for your PC.
  Some solo roleplayers love using drivers, others don't.
  Try using a Driver and choose for yourself.
  
  XII
  You can find a list of Drivers here: soloroleplayer.com/resources-and-
  tools/
  Random Content Generators
  Random Content Generators don't have to be books dedicated to
  randomly generating things. They can also be chapters within books or
  tables for products, such as Inspiration Pad Pro.
  An important subsect
  of random content generators
  are Idea
  Generators.
  Idea Generators are anything that can help spark your mind into
  thinking in new and different directions during an adventure.
  They make your mind work that bit harder; making roleplaying more
  random and fun. Rory's Story Cubes and Story Forge are good examples.
  Mythic GME has an Idea Generator built in.
  It’s possible to create your own: write a list of keywords, or draw some
  pictograms, and pick two (or more) at random when you need an idea.
  Other Tools
  Alongside the core tools there are other tools that can be useful. These
  can be broken down into five groups.
  The four groups are:
  1.
  Setting
  2.
  Genre Toolkits
  3.
  Lists
  4.
  Source Books
  These tools can be:
  †
  specific (linked to a specific world),
  †
  contemporary (linked to the played genre),
  †
  generic (can be used for any genre), or
  †
  different (linked to a genre that is not being played).
  Settings, genre toolkits, and source books can also be linked to a games
  system.
  
  XIII
  Putting it Together
  Now you're going to catalogue your toolbox and see what would be most
  useful for your solo gaming.
  On the following page is the List of Lists that you should work on
  creating. Use OneNote, index cards, or sheets of paper (a single sheet, or
  card, per list) to create the list.
  Go through your roleplaying materials and take note of any useful tools
  putting them on your List of Lists. Some items may belong on two or
  more lists; that's fine, add them to any lists they belong to.
  After you have created the lists, go through and make another (much
  shorter) list with the standard tools you want to use in your adventures.
  Once you have done this you’re almost ready to start playing.
  The important things to note are you should be comfortable with the
  tools you use, your tools enhance your experience not detract from it,
  and you want to use the tools.
  Though you can stick to your regular tools, it's good to experiment with
  new tools from time to time. If you do this you'll have a varied tool box
  you can use to play great games.
  You should feel free to construct different toolboxes for different
  purposes, moods, rulesets, and genres.
  
  XIV
  †
  Core Elements
  †
  Game Systems
  †
  Genre
  †
  Universal
  †
  Setting
  †
  Solo Engines
  †
  Random Content Generators
  †
  Idea Generators
  †
  Genre
  †
  Universal
  †
  Setting
  †
  Useful Tools
  †
  Settings
  †
  Genre
  †
  Game System
  †
  Setting Toolkits
  †
  Genre
  †
  Universal
  †
  Setting
  †
  Game System
  †
  Lists
  †
  Genre
  †
  Universal
  †
  Setting
  †
  Source Books
  †
  Genre
  †
  Universal
  †
  Setting
  †
  Game System
  
  XV
  First Steps
  Even after getting your toolbox together, crafting a framework sentence,
  and having a list of elements you want in a game, you may still feel stuck.
  That's okay.
  Some of the confusion is because solo roleplaying is different from its
  social sibling. They may be alike and use most of the same tools. How
  they operate is different.
  So, how do you go about solo roleplaying?
  It's easy. You need to know 4 things:
  1.
  Character
  2.
  Story
  3.
  Techniques
  4.
  Logging
  Character
  Your Character, or PC, is the core of your solo roleplaying experience.
  It’s best if you stick to a single character. Your character is your vessel as
  you depart on your adventures. If you try to play multiple characters
  things get confused and messy. It’s hard enough to start solo roleplaying
  without this confusion so it’s best if you start with a single character.
  You started the process of creating a deep character with the framework
  sentence. Now it’s time to go further.
  Move away from the mechanics, the nuts and bolts, of the
  character sheet. Look behind the stats and find the core of
  your character.
  To create a deeper character create a
  goal: something your character wants to
  achieve. Then create a list of reasons why the character
  cannot go out and reach the goal in an easy and
  straightforward manner. These reasons, or opposition, can either be
  internal or external forces.
  Make sure these forces are relevant to the gameworld, the character,
  and the goal.
  
  XVI
  Story
  The other core element of solo roleplaying is interlinked with characters,
  and that's story. In fact you can’t talk about Story without Character.
  Adding story to your solo roleplaying game is important. Story is what
  makes solo roleplaying stand out from
  Remember the definition of a story:
  A narration of a series of events a character takes in order to overcome
  a situation.
  You should’ve created a goal for you character. Now you need to figure
  out why that goal’s important to your character. This is your story
  situation.
  The opposition can help you in figuring out the why of your character’s
  goal.
  Your list of oppositions are also useful when you’re playing your
  adventure. When you’re stuck as to what happens next look at the list
  of oppositions and pick the one that fits within the adventure best.
  Techniques
  There are lots of Techniques you can use within solo roleplaying to make
  your games run faster, better, and smoother. Some of these techniques
  you’ll discover by yourself. Other techniques you’ll learn from other
  people.
  Frustration to Freedom is a series of short PDFs to give some advanced
  techniques. Other techniques can be found in the newsletter archive at
  soloroleplayer.com.
  Logging
  A confusing issue for beginning solo roleplayers is how to play your
  games. You’ve got the basic tools and knowledge from this guide to play
  a game. Still there can be confusion.
  Some solo roleplayers just start writing their sessions down as if they
  were writing a novel. This isn’t the only way to play your game.
  There are 5 basic Methods to recording your roleplaying:
  1.
  writing it down as if it were a novel,
  2.
  writing it down as if it were a journal,
  3.
  drawing it as if it were a comic (or graphic novel),
  
  XVII
  4.
  making brief notes as you need them during your roleplaying
  session, or
  5.
  playing it in your head.
  To see more about getting your roleplaying session out of your head and
  starting to solo roleplay read: 4 steps to start solo roleplaying.
  Those 4 things map into the 3 key areas:
  1.
  Know Roleplaying (Characters and Story)
  2.
  Know Thy Self (Characters, Story, and Getting it Out)
  3.
  Know Thy Toolbox (Techniques)
  
  XVIII
  The Best Way to Start
  Even after all you’ve learnt in this guide you could still be stuck as to how
  to start a campaign or even play an adventure to try out solo roleplaying.
  The strength of solo roleplaying is also its biggest problem. This is because
  you’ve got all these options as to what you can do and where you can go
  it’s hard to find a good, simple place from where to start.
  With this in mind I thought about one thing all computer RPGs have
  in common.
  Rats in the Basement
  Instead of going big to start, start small.
  You don’t even need to give your PC a large goal. In fact, Rats in the
  Basement is great for dipping your toe into the world of solo roleplaying
  and experimenting.
  The framework following acts like a Driver as it guides the direction of
  the adventure in a certain manner.
  Step 1. Getting the adventure: your PC is
  called, or stumbles upon, a situation where
  they’re asked to help out.
  Step 2. Tooling up: this is an optional step which is
  included to get more NPC interaction in your game.
  This step is where your PC gets the tools (physical or
  knowledge) to complete the adventure.
  Step 3. Completing the mission: the longest part of the
  adventure. This is where your PC does what is
  needed to complete the adventure.
  Step 4. Getting the reward: your PC now gets the
  reward for completing the adventure. From treasure to
  respect this can indeed be anything.
  Once you know what setting you’re playing your
  adventure in you need to know the following 6 bits of
  information:
  1.
  The Basement: a confined location
  which houses the central part of the
  adventure.
  2.
  The Rats: simple enemies with which
  you have to interact to complete the
  
  XIX
  adventure. They can be good, bad, or inanimate objects.
  3.
  The Shopkeeper: the person who sets you off on the adventure.
  4.
  The Tools: what you need to complete the adventure.
  5.
  The Deadline: when the adventure has to be completed by.
  6.
  The Reward: what you get for completing the adventure.
  Once you’ve discovered everything fill out the following sentence:
  ‘Rats’, are in ‘basement’ and ‘shopkeeper’ needs them ‘method of
  removal’ before ‘deadline’ you need ‘tool’ to complete the adventure and
  gain your ‘reward’.
  This sentence will help you keep on track and guide you through the
  adventure.
  If after you’ve completed your first Rats in the Basement and you’re still
  stuck as to where you want to go next do another Rats in the Basement.
  You can use the same character or a different one. You can even play in
  a new setting.
  Now you have everything needed:
  Get your Solo Engine, your Dice, your Rule Set, and get Playing Alone.
  Kenny the Solo Roleplaying Sage
  SoloRoleplayer.com Roleplaying for Renegades.
  Document Promise:
  Any, and all, future updates to this ebook will be
  provided free of charge to all existing owners.
  I welcome any suggestions you may wish to make; this
  means that if you see any problems, typos, or want to
  make any comments about this ebook please contact
  me (via SoloRoleplayer.com).
  
  XX
  Do you feel your life is spiralling down into the realm of chaos? With
  the life of your friends equally full of chaos our roleplaying gets relegated.
  From once, or twice, a week to fortnightly, then to monthly--or, even
  worse, whenever... We spend our quality time reading roleplaying
  forums or buying roleplaying materials.
  Imagine how you feel when you'll be able to carry on roleplaying?
  It is possible! You don't need to have a group of mates (no matter how
  great it is as a group) to roleplay. You alone (along with your roleplaying
  tools and dice) are all you need. Yes, solo roleplaying is not just possible;
  it’s also great fun.
  This 30 day email training course is a guided journey from frustration in
  not being able to roleplay to having freedom in being able to roleplay any
  time you like. Not just lame, cookie cutter adventures or choose your
  own adventure style adventures but personalised and legendary
  adventures which keep drawing you in.
  Because your time is important this course focuses upon the essentials:
  no fluff included.
  Frustration to Freedom covers this and much more:
  †
  Solid and useful guidelines for solo roleplaying to help you
  overcome the confusion of 'what the h*** am I meant to doing'.
  †
  The 4 type of characters so you can get the best out of them.
  †
  How to pick the best tools for you to create and run adventures
  and campaigns so you can shortcut your journey to legendary
  adventures.
  †
  A simple and effective method to create adventures allowing you
  to have an abundance of adventure ideas in the future.
  †
  How to record your solo roleplaying sessions removing
  confusion of what you're meant to be doing during your
  adventures.
  Stop putting off your journey into solo
  roleplaying take action and buy Frustration
  to Freedom now from RPG Now or Drive Thru
  
SOURCE: textdata/thevault/Collections/Solo/1. Solo RPG Advice & How-to & Resources/Guide to Playing Alone.pdf