A Beginner's Guide to Playing Solo Adventure Games

An evening opens up. The table is clear, the kettle is on, and there is nobody else around to roll dice with. Solo adventure gaming turns that from a limitation into a format in its own right — one with its own rhythms, pleasures and pitfalls. You don't need to learn a new hobby from scratch. You need three things: the right game, a decent record of what happened, and sessions with enough shape to pull you back.
What makes a game solo-friendly
Plenty of boxes carry "1 player" on the side. Far fewer actually sing with one person at the table. Before you buy anything, decide what you want an evening to feel like: a puzzle to solve, a story to uncover, or a world to build as you go. Those are different appetites, and they lead to different shelves.
The qualities that matter most in solo play are:
- A written solo mode — proper rules for one player, not a footnote saying someone else can run the villains.
- A clear shape — a scenario, a chapter, a countdown or a defined ending.
- Decisions that stay interesting when you are the only one making them. Bluffing, negotiation and hidden roles rarely work alone.
- Setup you can face on a weeknight. If laying it out takes forty minutes, you will play it twice.
- Enough randomness to surprise you — dice, cards, event tables or prompts.
That last point matters more than newcomers expect. Alone, you are both the hero and the referee, which makes it tempting to steer everything towards the outcome you fancy. Anything that answers a question for you — an oracle table, a card draw, a random event — takes that weight off your shoulders and puts the surprise back in.
Choosing your first solo adventure
Three broad families
- Story-first journaling games. Titles such as Thousand Year Old Vampire or The Wretched hand you prompts and ask you to write your way through them. Little maths, plenty of atmosphere, ideal if you enjoy writing.
- Rules-medium solo RPGs. Games like Ironsworn or Four Against Darkness give you dice, oracles, maps and a character who grows. More to learn, but the most flexible option once it clicks.
- Solo-friendly board and card games. Arkham Horror: The Card Game, Gloomhaven: Jaws of the Lion and Sherlock Holmes Consulting Detective all give you scenario structure and a definite end point. Good if you want a puzzle rather than a blank page.
Four checks before you commit
- Read the solo section of the rulebook, not the marketing blurb. If the designer wrote it as an afterthought, you will feel it by game three.
- Find out whether it has a designed ending, or runs until you decide to stop. Both are fine; only one suits a busy month.
- Measure the table space and component count honestly. Kitchen tables are smaller than photos suggest.
- Ask how long a single scenario takes. Sessions of forty-five to ninety minutes are far easier to sustain than four-hour epics.
Then start with one game. A single box you know inside out beats five you half-remember.
Setting up a journal that earns its keep
A journal does two jobs: it remembers for you, and it keeps continuity so you are not starting from nothing each time. A cheap A5 notebook is plenty. So is a notes app, if that is where you actually write.
Set it up with four sections and you will never lose the thread:
- Session log — one page per session, dated, with the in-game day noted.
- Character page — stats, equipment, injuries, and the people your character cares about.
- Threads — open promises, unanswered questions, enemies still breathing.
- Names — invented places, factions and NPCs, so you stop calling everyone "the innkeeper".
Write recaps in the past tense and decisions in the present, as they happen. Three lines per session is enough: what happened, what changed, what is next.
Write badly. Write in pencil. The journal is a tool, not a performance.
A session ritual that removes friction
Ritual sounds precious. Really it is just making the first five minutes easy, because the hardest part of solo play is starting.
- Clear the table and lay out only what the current scene needs.
- Put on a soundtrack, or set a timer for forty-five minutes.
- Read the last journal entry in two sentences.
- Set one intention: "Tonight I find out who sent the letter."
- Finish the scene you are in rather than stopping mid-roll.
- Close with a single cliffhanger sentence for next time.
That last step is the one people skip, and it is the one that brings them back.
Keeping sessions engaging when momentum dips
Every solo campaign wobbles. The answer is rarely a new rulebook; it is usually a small change of approach.
- Shorten the session. Twenty focused minutes beats two hours of half-hearted dice rolling.
- Change the question. Instead of "what should I do?", ask what the nearest character wants from you.
- Reach for an unused table. Weather, rumours, complications — anything you have not rolled on yet.
- Skip the dull admin. Travel, shopping and bookkeeping can happen in a line of narration.
- Write in character. A letter, a diary entry, a shouted argument. Voice breaks a stall faster than any mechanic.
- Rotate. Two or three campaigns on the go is normal. Loyalty to one game is not a virtue.
- Let bad things happen. A character who loses something is easier to keep playing than one who wins everything.
If you find yourself fudging rolls repeatedly, that is useful information. It usually means the stakes are wrong, not that you are cheating.
Your first three evenings
Evening one: learn the rules with a pre-generated character and play a single scene. Do not start a campaign, and do not worry about getting every modifier right.
Evening two: begin properly. Open the journal, write the date, and set up one situation with a problem attached. End the session deliberately rather than trailing off.
Evening three: add a complication — a rival, a debt, a deadline. This is where most solo games stop feeling like dice practice and start feeling like a story.
After that, keep the journal close, keep sessions short enough to want, and let the game surprise you. A solo adventure does not need an audience. It just needs a start time.
Photo: Vladislav Anchuk / Pexels


