Loner is a minimalist Solo Role Playing Game designed to be played with only one character (the Protagonist). You’ll guide them through the story that will unravel during the game, asking closed questions to an Oracle which will help you overturn your expectations.
Every now and then you will be surprised with an unexpected twist!
Loner follows the following design principles:
Portable: to play you will need a few common (six-sided) dice and writing materials. Anything else is optional and not essential.
Rules-Light: the game relies on a few rules and only one solving mechanic, easy to learn and eventually to memorize.
Tag-based: characters and situations are defined only by qualitative descriptors and no quantitative characteristics.
Generic: you can play anything, yet the game is not universal. It is designed for quick resolutions, without tactical depth or simulationist ambitions.
What is a Role Playing Game (RPG)?
A role-playing game (RPG) is a type of game in which players assume the roles of fictional characters and act out their actions and decisions within a narrative or imaginary setting. The outcome of these actions and decisions is often determined by a set of rules and game mechanics, such as dice rolls or statistical attributes of the characters. Players may also collaborate to create a shared story or narrative through their characters’ actions and interactions.
What is a Solo RPG?
In a solo RPG a single player takes on the roles of one or more characters, while also simultaneously managing some elements of the game world. These games typically involve the use of a rule system and game mechanics to determine the outcome of actions taken by the player-controlled characters.
Unlike a gamebook (such as the Fighting Fantasy, Lone Wolf, and Tunnels & Trolls series) a solo RPG is not a form of interactive, forked narrative in which outcomes are pre-determined and limited by the author’s choices.
Through the interaction of player, oracle, tools, and prompts, the character’s actions will build an emergent narrative within whose boundaries anything can be attempted, without predetermined limits.
Safety Tools
You will play alone, but be sure to play in an environment that is comfortable for you, without overexerting yourself, and reserve the option to stop as soon as you feel uncomfortable for any reason, physical or emotional. Don’t be afraid to tackle new themes, but do so in full awareness of your boundaries.
Minimum Requirements
To play Loner you will need:
4 six sided dice (also known as d6s): two pairs of different colors
Paper and writing tools: at least a sheet of scrap paper and and pencil, but index cards or sticky notes are a fine addition
Character sheet: you may use the provided sheet at the back or a simple index card.
Notebook: Loner is not a solo journaling game, you can easily play it in the “theater of mind”. But you can keep track of you game if you feel the need!
Choose a genre or setting
A Loner adventure takes place in a well-defined imagery that you will have to choose from: your favorite TV series, a book saga you are reading, an RPG setting you like, a genre you are familiar with or instead want to start exploring.
You can also consult lists of tropes (google them) to generate randomly and then choose!
Or you can use the Adventure Packs found in the second part of the volume.
You can also generate the character first, based on randomly chosen tropes, and once it is defined, you can follow the genre that emerged at this stage.
Make Your Protagonist
Once the setting is established, now is the time to create your Protagonist.
Your Protagonist is described by some fixed traits:
Name: The name should be iconic and consistent with the tone and setting of the story.
Concept: A concise description of the character’s profession, background, and abilities. The best are adjective-name pairings, like “Venturous Smuggler” or “Child Prodigy”.
Skills (x2): Abilities not necessarily character-specific but not characteristics common to all. “Smart” is not a skill, “Engine Whisperer” is.
Frailty: Something that could potentially get in the way of the character, either physically, mentally, or socially.
Gear (x2): Particular equipment supplied to the character in coherence with the setting. Everyday items are taken for granted and do not fall under this trait.
Goal: The long-term objective.
Motive: What drives the pursuit of the goal.
Nemesis: A person or organization that hinders the protagonist. It can emerge during the first game sessions, it may or may or not be the direct antagonist of the story, ready to appear to make life even more difficult
Luck: The measure of a character’s ability to avoid ill fortune or an inauspicious outcome. It applies only in Conflicts and automatically recharges when they end. Luck starts and caps at 6.
Example
Zahra Nakajima Witty Street Cat. Streetwise, Nimble, Merciful. Knife, Low O2 Supplement. She wants to obtain unknown technology to save her planet from atmosphere collapse. Nemesis: The Naturalist Order Luck: 6
Everything is a Character!
In Loner Non-Playing Characters (NPCs), Foes, Organizations, Monsters, and even relevant objects like vehicles are characters too!
Living Character follow the same rules of generation as the Protagonist.
Non-Living Characters, instead, do not have a goal, a motive, nor a nemesis.
Example
The Century Skylark Spacecraft in bad shape. Hyperjump Drive, Camouflage Circuits, Midlife Courier. Shields, Turrets. Luck: 6.
Descriptive Tags
Tags are descriptive words or phrases that could be identify anything in the game world. They fall roughly into the following categories:
Character Traits: as seen above, they describe a character’s skills and flaws, their goal and motive.
Details: features of an environment or scene that might change as a result of an action.
Conditions: are physical, mental or social effects that impact the way a character behaves or attempts actions.
Tags determine if there are sufficient prerequisites in the scene for Advantage or Disadvantage. They are qualitative representations. They are not quantitative measures.
Before the Adventure
You can start directly to play your adventure, but it may be worthwhile to make an extra effort.
By defining your Protagonist’s Nemesis you have already identified an NPC! Write down their sheet and keep it aside.
Think about whether your Protagonist has allies or friends and throw down their sheets as well.
Jot down these NPCs in a list, which you will consult when they need to be recalled as a result of a Twist.
Also, it might be useful to jot down interesting Locations that serve as settings for your Protagonist and keep a list of major Events that happen during the game.
Start Your Game
To begin an adventure in Loner you will need to determine the initial scene:
You might think of a dramatic situation and start the game in the middle of an action scene. This will push events forward, allowing you to build the story as you go.
Otherwise, if you prefer to define a framework for the adventure you can answer the classic questions, Who? What, Why? Where? How? Add also an Obstacle to overcome.
If you find it difficult to answer any or all of the questions, the following table provides prompts on which to build your adventure.
D6
Who? The proposer
What? The mission
Why? The incentive
Where? The target
How? The seed
Obstacle? The complication
1
Authority
Rescue
Help
Person
Casual encounter
Opposition
2
Organization
Protection
Fortune
Group
Old acquaintance
Deception
3
Ally (friend, relative)
Exploit
Coercion
Treasure
Rumors
Environment
4
Mentor
Explore
Impulse
Location
Capture
Disguise
5
Help-seeker
Escape
Ambition
McGuffin
Mishap
Time
6
Blackmailer
Pursuit
Revenge
Confession
Object (map, journal, letter)
Space
Example
Who? Mentor What? Exploit Why? Help Where? McGuffin How? Rumors Obstacle? Time Tobias Wethern took Zahra under his wing when her parents died. That’s why she can’t say no to him now. Tobias wants Zahra to steal a datapad from the Leton Corporation’s subsidiary. He doesn’t know precisely where it is stored, but that in 24 hours it will be taken from the company’s security corps to be transferred to another location.
Keep The Action In Motion
A game in Loner is a succession of scenes.
A scene is a unit of time in which a certain action takes place in pursuit of a certain short-term goal.
In Loner at each scene:
Identify what you expect from the scene. Compared to traits, goal, and motivation determine the Protagonist’s action. What might be the reaction of the game world?
Test your expectations. When you are uncertain (or overconfident) about the reaction to your actions, ask the Oracle a closed question (answer is Yes or No), considering the tags involved to determine if there is an Advantage or Disadvantage.
Interpret the result. Is the Oracle’s answer in line with your expectations? If not, in the context in which the scene takes place, how should an answer that subverts them be considered?
This sequence will come to you naturally after some practice. Use it as a guideline the first few times.
Identify Your Expectations
The Protagonist’s traits characterize their behavior within the fictional world and suggest the possible actions they takes in the situational context of the scene.
Based on this, you can expect the world to react in the most logical way, and you will formulate a question that tests this expectation.
An expectation does not necessarily automatically lead to a question, which you need to ask only when there are concrete risks or you want to be amazed. In other cases, simply let events happen.
Example
Zahra sneaks into the Leton Corporation subsidiary. The expectation is that the place will be well guarded during the day and less so at night. To escape an inevitable head-on collision, Zahra decides to act at night and enter through the ventilation ductsYou don’t expect there to be an alarm but maybe it’s worth asking the question!
Consulting the Oracle
When you need to test your expectations you’ll ask the Oracle a closed question.
You’ll need 2d6 in one color (Chance Dice), and 2d6 in another (Risk Dice).
To resolve a closed question, roll one Chance Die and one Risk Die:
If the Chance Die is highest, the answer is Yes.
If the Risk Die is highest, the answer is No.
If both are low (3 or less), add a but….
If both are high (4 or more), add an and….
If both are equal, the answer is Yes, and…. Add a point to the Twist Counter.
Dice Value
Chance Die > Risk Die
Risk Die > Chance Die
Both < 4
Yes, but…
No, but…
Both > 3
Yes, and…
No, and…
Mismatched
Yes
No
Equal
Add 1 to the Twist Counter
Example
You ask, “Does Zahra manage to force the hatch?” You roll one Chance Die and one Risk Die and get (5) [4]). The answer is Yes, because the Chance Die is higher. You also add And, because both rolls are 4 or higher. If the Risk Die had come up as [3], it would have been a plain Yes instead.
Advantage and Disadvantage
If circumstances or positive tags grant an advantage, add a Chance Die to the roll. Otherwise, when hindrances or negative tag cause a disadvantage, add a Risk Die. In both cases keep only the higher die of the added type when you check the roll.
Consider tags intuitively and not quantitatively, using the context of the situation at play. It is important to keep the flow of play fast and not accounting for advantages and disadvantages numerically!
Example
You ask, “Does Zahra hack the datapad?” You roll one Chance Die and two Risk Die, as Zahra does not have any advantage in hacking and the datapad is the mission goal, compromising it would cause the mission to fail. You get (5) [3] [4]. You discard the lower Risk Die [3] and keep (5) and [4]. You obtain a Yes and add a And since they are both 4 or higher.
Interpreting the Oracle
Always interpret the Oracle’s answer in relation to the context of the game situation:
Answers without modifiers are straightforward answers without uncertainty. They are also the least interesting to continue the story.
Answers with modifiers (but…/and…), on the other hand, require you to make the effort to identify what new situation triggered the consultation.
Example
The datapad is hacked and… the information contained is not just about illicit activities of the Leton Corporation… There is more!
Sibylline Responses
The Oracle might sometimes give answers that don’t make sense in the context of the scene. Don’t be tempted to detail the answer with too many questions in sequence. Three questions should be sufficient. If you’re still stuck, try using an open-ended question to unlock yourself or interpret the answer as “Yes, But…” and move the story forward.
Twist Counter
The Twist Counter is a measure of the rising tension in the narrative. At the beginning is set to 0. Every time a double throw (dice are equal) happens, add 1 to the Counter. If the Counter is below three, consider the answer as “Yes, but…”. Otherwise a Twist happens and resets the Counter.
Example
You ask if the datapad contains sensitive data about Wethern’s illicit activities. You roll (4) [4]. The answers is “Yes, but…”. Zahra finds a note about a scapegoat to frame for the theft. Could it be her?
You also add 1 to the Twist Counter. But the counter was already at 2, so also a twist happens! The counter resets to 0.
Determine the Twist
Roll 2d6 and consult the following Twist Table to determine what kind of twist happens.
D6
Subject
Action
1
A third party
Appears
2
The hero
Alters the location
3
An encounter
Helps the hero
4
A physical event
Hinders the hero
5
An emotional event
Changes the goal
6
An object
Ends the scene
Interpret the two-word sentence in the context of the current scene. Twists will keep the plot and events going in unexpected ways.
Now Zahra knows the content of the datapad, but you roll 1 and 5 on the Twist Table “A third party”, “Changes the goal”. An agent of the Leton Corporation appears before Zahra with a proposal….
Conflicts
A Conflict is any situation in which opponents clash, attacking, defending, or wearing each other down in order to win.
This applies both in a practical and metaphorical sense.
So, a Conflict is not only limited to combat (or fighting) in the strict sense but also to competitive situations (such as contests, duels, verbal confrontations, etc.) in which two or more characters (including vehicles, of course!) compete.
Conflicts can be resolved in different ways depending on preferences and context:
Ask a single closed question. The Oracle’s answer determines the outcome of the conflict.
Ask a series of closed questions to resolve current single actions.
Use the rules of Harm & Luck below.
Note that the Twist Counter does not apply to Harm & Luck. Instead, it is used regularly if the Conflict is handled with closed questions.
Harm & Luck
If the conflict is resolved by applying damage to the Luck trait, roll the dice to determine whether the protagonist causes damage to the opponent or suffers damage due to counterattack or failed defense. The rolls are player facing only.
The damage reduces the Luck of the target, whether protagonist or NPC. When the Luck runs out, the character has lost the conflict.
The final outcome depends on the context. Do you get caught? Are you seriously injured? You may even die if that fits the narrative.
Answer
Do you get what you want?
Harm
Yes, and…
You get what you want, and something else.
Cause 3
Yes…
You get what you want.
Cause 2
Yes, but…
You get what you want, but at a cost.
Cause 1
No, but…
You don’t get what you want, but it’s not a total loss.
Take 1
No…
You don’t get what you were after.
Take 2
No, and…
You don’t get what you want, and things get worse.
Take 3
Example
Zahra confronts a thug in an alley. He is “Martial Artist”, “Hand-to-Hand Combat”, “Feline” and “Short”. Zahra tries to hit him with the knife, you throw (5) (6) [4] ("Yes, And…", causing a Luck loss of 3 to the thug). The thug throws a roundhouse kick at Zahra (roll (3) (2) [2], “Yes, but…”, causing a Luck loss of 1 to Zahra). Who will win?
Determine the mood of the next scene
At the end of the current scene sometimes you will be clear about the direction to take, other times you may need to determine the general mood of the next one. In this case roll 1d6 and consult the following table:
D6
Next Scene
1-3
Dramatic scene
4-5
Quiet Scene
6
Meanwhile…
A dramatic scene does not break the tension of the previous scene but carries it further forward, introducing further obstacles or difficulties.
During a quiet scene there is time to take a breath, to heal, to make plans for the next steps and to deepen relationships.
A meanwhile scene takes place somewhere else, other than where the hero is. It cuts to villains or other plot-important characters.
Example
Zahra accepts the proposal, you now roll for the next scene: 6, Meanwhile scene. In the following scene, Tobias Wethern hires a hit man to kill Zahra…
Open-Ended Question or Get Inspired
To answer an Open-Ended question, roll 1d6 once on each of the following tables (roll at least a verb and a noun, adjectives are optional).
Verbs
1
2
3
4
5
6
1
inject
pass
own
divide
bury
borrow
2
continue
learn
ask
multiply
receive
imagine
3
develop
behave
replace
damage
collect
turn
4
share
hand
play
explain
improve
cough
5
face
expand
found
gather
prefer
belong
6
trip
want
miss
dry
employ
destroy
Adjectives
1
2
3
4
5
6
1
frequent
faulty
obscene
scarce
rigid
long-term
2
ethereal
sophisticated
rightful
knowledgeable
astonishing
ordinary
3
descriptive
insidious
poor
proud
reflective
amusing
4
silky
worthless
fixed
loose
willing
cold
5
quiet
stormy
spooky
delirious
innate
late
6
magnificent
arrogant
unhealthy
enormous
truculent
charming
Nouns
1
2
3
4
5
6
1
cause
stage
change
verse
thrill
spot
2
front
event
home
bag
measure
birth
3
prose
motion
trade
memory
chance
drop
4
instrument
friend
talk
liquid
fact
price
5
word
morning
edge
room
system
camp
6
key
income
use
humor
statement
argument
Example
You ask: “Does Zahra have friends to ask for help against the hit man?”. You roll 24 and 32: multiply motion. Zahra needs to move quickly to reach Melina Reade, a hacker with contacts in the underworld who might be able to help her!
When the story ends
At the end of the adventure you may add another trait to the character. It is better that this is related to how the story just ended and can be either a Skill, Gear, a new Frailty, or even a new Nemesis! You can also modify an existing trait to better represent an enhanced expertise.
Also update the list of NPCs, Locations, and Events that may show up again in future adventures.
Example
Zahra secures the datapad in the hands of the authorities, framing both Wethern and the Leton Corporation. Wethern is arrested, but she has gained a powerful enemy working against the Corporation. She gains “Wannabe Hacker” to her skills. Maybe Melina can mentor her!
Loner Together
Loner’s rules are designed for a single player controlling one character.
However being derivative of a multiplayer game (Freeform Universal) no one prevents you from using them for group play as well, if you insist on doing so.
It is then possible to play in the following modes:
without a game master: you play as in solo mode, each person controls their own character and asks questions to the Oracle in solo play. The Oracle’s answers and the game world’s reactions are interpreted by the player who asks the current question. Facilitator functions (moderating the flow of play and possibly settling disputes between players, as well as reminding players of the rules) can be taken on by a single player at the table, or they can be rotated. Questions pertaining to the entire group of character can be concerted.
with a game master: they always pull only the players questioning the Oracle as in the solitary, no-master mode. The master takes charge of interpreting the answer and presenting the reactions of the game world. He also assumes the functions of a facilitator.
Keep in mind that as much as Loner can be played in groups, I strongly recommend that you use Freeform Universal for this need.
The Adventure Maker
Sometimes you may lack the inspiration to think of a game setting, or you want to experiment with one you have never thought of.
The tables below are designed to instantly generate an unpredictable setting for you to explore with a game.
To generate a setting:
Roll on the Settings table
Roll on the Tones table
Roll two times on one Things table of your choice
To generate a premise of adventure:
Roll on the Opposition table
Roll two times on Actions table and on a Things tables
Note that the adventure premise is not the initial scene prompt, only the framework within which it takes place.
Table 1: Settings
1
2
3
4
5
6
1
Post-Apocalyptic Wasteland
High Fantasy Kingdom
Medieval War and Intrigue
Cyberpunk Megacorporation
Futuristic Space Colony
Supernatural Noir City
2
Alternate History
Pirate-Filled Seas
Wild West Frontier
Dark Fantasy Realm
Futuristic Dystopian City
Ancient Greek Mythology
3
Space Opera Adventure
Samurai-Era Japan
Zombie Survival
Superhero Metropolis
Cold War Espionage
Modern Crime Syndicate
4
Magic School for Young Mages
Horror-Filled Asylum
Epic Fantasy Quest
Cybernetic Organisms and Androids
Lovecraftian Cosmic Horrors
Sword and Sorcery Adventure
5
Urban Fantasy Underworld
Abandoned Space Station
Colonial America
Mythical Creatures and Legends
Martial Arts Action
Horror-Stricken Carnival
6
Underwater Adventure and Exploration
Jungle-Covered Planet
Steampunk Victorian Era
Time Travel Paradoxes
Intergalactic Starfighter Battles
Survival in a Savage Land
Table 2: Tones
1-2
3-4
5-6
1
Dark and brooding
Lighthearted and humorous
Gritty and realistic
2
Epic and grandiose
Suspenseful and thrilling
Mysterious and enigmatic
3
Action-packed and adventurous
Romantic and whimsical
Horror-filled and terrifying
4
Technologically advanced and sleek
Grungy and dirty
Gothic and ominous
5
Surreal and dreamlike
Futuristic and dystopian
Nostalgic and timeless
6
Eerie and paranormal
Martial and disciplined
Gracious and elegant
Table 3: Things
1
2
3
4
5
6
1
Magic
Monsters
Ancient relics
Medieval castle
Futuristic technology
Spaceship
2
Ancient ruins
Forbidden knowledge
Secret society
Dangerous quest
Band of adventurers
Unseen forces
3
Hidden treasure
Dark magic
Mystical creatures
Supernatural powers
Epic battle
Intriguing plot
4
Suspicious characters
War-torn land
Dangerous wilderness
Political intrigue
World domination
Suspenseful journey
5
Dark secrets
Forbidden love
Intense conflict
Death-defying stunts
Powerful artifacts
Epic journeys
6
Unpredictable twists
Dynamic characters
Different factions
Vast empires
Epic heroes
Legendary creatures
1
2
3
4
5
6
1
Post-apocalyptic wasteland
Steampunk cityscape
Dragon-infested skies
Haunted mansion
Futuristic metropolis
Intergalactic trade routes
2
Lost city of gold
Artificial intelligence
Pirate’s cove
Time-travel paradox
Espionage
Extraterrestrial beings
3
Underwater kingdom
Epic sea voyage
Superheroic powers
Time loops
Alternate realities
Virtual reality simulation
4
Intriguing mystery
Mutant uprising
Advanced biotechnology
Futuristic society
Alternate history
Cyberpunk dystopia
5
Extensive lore
Unstoppable virus
Enchanted forest
The unknown frontiers
Advanced robotics
Secrets of the universe
6
End of the world scenarios
Telekinetic abilities
Futuristic weapons
Dimension hopping
Techno-sorcery
Superpowered conflict
1
2
3
4
5
6
1
Lost civilization
Decaying metropolis
Gothic horror
Wild west frontier
Futuristic cyberwarfare
Space exploration
2
Political uprising
Artificial lifeforms
Mercenaries and assassins
Time-traveling adventures
Espionage mission
Alien invasion
3
Underwater adventure
Epic siege
Magical abilities
Time anomalies
Alternate timeline
Virtual reality nightmare
4
Intriguing conspiracy
Mutant insurgency
Cybernetic enhancements
Futuristic utopia
Historical reimagining
Cyberpunk rebellion
5
Extensive world-building
Unstoppable monster
Enchanted kingdom
The final frontier
Robotic revolution
Secrets of the ancients
6
End of the era scenarios
Psionic abilities
Futuristic battlefields
Interdimensional portals
Technomancy
Superpowered diplomacy
Table 4: Actions
1
2
3
4
5
6
1
Cast
Battle
Free
Explore
Upgrade
Pilot
2
Decipher
Seek
Infiltrate
Complete
Join
Uncover
3
Find
Master
Tame
Harness
Win
Unravel
4
Interrogate
Navigate
Survive
Influence
Overthrow
Endure
5
Guess
Pursue
Resolve
Perform
Acquire
Embark
6
Anticipate
Develop
Ally
Expand
Become
Slay
Table 5: Oppositions
1
2
3
4
5
6
1
Dark wizards
Savage beasts
Malevolent spirits
Arrogant noblemen
Dangerous traps
Ruthless bandits
2
Undead armies
Corrupt politicians
Sinister organizations
Vicious monsters
Treacherous terrain
Despotic rulers
3
Powerful artifacts
Merciless assassins
Dangerous creatures
Ancient curses
Complex puzzles
Powerful spells
4
Ruthless mercenaries
Dark forces
Terrible secrets
Insidious plots
Vicious predators
Unforgiving elements
5
Lethal poison
Ancient prophecies
Irresistible temptations
Powerful enchantments
Ruthless warlords
Unseen dangers
6
Terrible curses
Devious traps
Sinister conspiracies
Dangerous illusions
Malevolent entities
Ruthless factions
Credits
Recluse Engine (CC BY 4.0) by Graven Utterance and Tiny Solitary Soldier Oracle for the main resolution and scene mechanics.
Harm mechanics are from 6Q System (CC BY 4.0) by Marcus Burggraf.
Tana Pigeon for Mythic and clarifying for me the mechanisms of expectation and testing.
S. John Ross for Risus and to have taught me the beauty of clichés and that not all conflicts are combat.
The Adventure Maker setup is inspired from The Instant Game by Animalball Partners (2007). None of its content is used here.
With deepest thanks to :
Shane Conner for proof reading and revision of the text of the First Edition.
the Italian solo player community for their constant support and drive to improve the game.
License
Loner v.2.3
(CC) 2023 Roberto Bisceglie
This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.