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solipsism

This is a tool for solo roleplaying.

Solipsism is a collection of blank lists. You fill the lists with people, places, and things
from your RPG. Everything you write down is secretly entangled into a puzzle. Locations
are connected in different ways. Characters and objects are hidden. At each location you are
given a choice of paths to follow. When you follow a path, a piece of the puzzle is revealed,
then you receive another set of choices. Clues, dead ends, and a few surprises are included
along the way.

In other words, you pick anything you want from your RPG, and Solipsism secretly weaves
it into a unique game for you.

Terminology
Below is a short description of the terms used in Solipsism; a complete explanation follows.

Map
A Map is an empty list. Write down 4 Locations, 2 NPCs, 2 Dangers, and 2 Objects.

Locations
A Location is a place in your game. All Locations are connected to each other in some way.
There is a guaranteed Path to every Location on your list.

Paths
Locations are connected by Paths. Paths are like roads. Each Path has a number that you
look up in the Master Table to discover the connecting Location. All Paths are ONE WAY.

NPC
A Non-Player Character, someone you will find at a Location. Both NPCs are guaranteed
to appear somewhere in the game. An NPC could be a friend, enemy, or stranger.

Dangers
Something undesirable you will find at a Location. Dangers could be a trap, monster, or
simply bad weather.

Objects
Something you will find at a Location. An object could be treasure, a weapon, or a tavern.

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Master Table
Each time you follow a Path, you will look up a number in the Master Table. The entries in
the Master Table reveal what you find. Many entries in the Master Table point to another
entry. If an entry says: “Go To”, proceed to the number indicated.

Start Number
The Map has multiple entry points. To begin using a Map: pick one of the Start Numbers,
then look the number up in the Master Table. Each Start Number is a unique game.

Modifier
A Modifier increases (or decreases) the difficulty of a task or dice roll. All Locations, Paths,
NPCs, and Objects have an assigned difficulty Modifier. The Modifier range is: -2, -1, 0, 1, 2.

Adjective
Each Location in the Master Table includes a random Adjective. The meaning of the Ad-
jective is open to interpretation. Adjectives are included to add flavor to your story. NPCs,
Dangers, and Objects have Adjectives too.

Keys
To follow some Paths, you must find a Key first. Keys are randomly hidden and you will
find them as you play.

Clues
There are 3 Clues hidden in every Map. They are included as an additional goal to collect,
or search for. What the Clues mean is up to you.

Locations
The Map has 4 Locations that can be played. Locations are assigned an UPPERCASE
letter: A, B, C, D. Locations can be rooms in a haunted house, chambers in a dungeon,
planets in a galaxy, or villages in the countryside. Locations are connected to one another
by a series of Paths. There is a guaranteed Path to every Location and back again. When
you begin to play, you’ll know where it’s possible to go, but you won’t know how to get there.

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Each Location entry in the Master Table reveals: the outgoing Paths available to you;
and which NPCs or Objects are found there. Each Location has an assigned Modifier and
Adjective. The location may change! Depending on the Path that brought you to a
location, you may find NPCs, Objects, or Dangers have appeared or disappeared. The Lo-
cation’s Modifier and Adjective may be different too.

Every game begins at Location “A”.

Paths
Each Location offers a choice of outgoing Paths. Paths connect Locations like a series of
roads. To follow a Path, look up the number in the Master Table. Choosing which Path to
follow is up to you -however- if you look up a Path in the Master Table, you MUST follow
it and assume any consequences. You may need a Key to follow a Path.

Go To
Most entries in the Master Table point to another entry. When an entry says: “Go To”,
proceed to the number indicated.

Creating encounters and hiding things


Every Map has: 2 NPCs, 2 Dangers, and 2 Objects. They are guaranteed to appear at some
Location in the game. Each entry for a Location will detail what you found there. When
you begin to play, you’ll know what dangers or treasures you will find, but you won’t know
when or where you will find them. Locations can change: you can’t assume what you find
at a Location will be there the next time.

NPCs could be: a dragon, the prime minister, an ally.


Dangers could be: a trap, ambush, black hole, poltergeist.
Objects could be: a treasure, weapon, a horse, a book of magic.
Objects could be descriptive text: rain, strange noises, an ocean breeze, radio signals.

Try to create a variety of different types of NPCs, dangers, encounters, descrip-


tions, and objects.

Adjectives
Each Location in the Master Table includes a random Adjective. You are free to interpret
these Adjectives any way you wish. They are included to add color to your story. NPCs,
Dangers, and Objects have Adjectives too.

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Dead End
Although there is a guaranteed Path to every Location, some Paths lead nowhere. This is a
“Dead End.” If you hit a Dead End, you go nowhere. You are free to interpret a Dead End
any way you wish. You may want to impose a consequence on your characters for hitting a
Dead End. For example, maybe upon hitting a Dead End, your characters must return to
the beginning: “A”.

Keys
To follow some Paths, you must find a Key first. Keys are randomly hidden and you will
find them as you play. When a Path requires a Key, you must have it in your possession to
take that Path.

? Secret Locations
Solipsism adds some extra Locations of its own. These are surprise Locations not listed on
your Map. When you arrive at a secret Location, it’s up to you to interpret its meaning. A
secret Location might be a quiet monastery, an oasis, or a hidden room. Your RPG likely
has random tables for times like this. Secret Locations are identified with a question mark.

Clues
There are 3 Clues hidden in every Map. Clues are open to interpretation. They are included
as an additional goal to search for (or collect). Once all 3 are found, your story should advance
in some way. For example, your characters might need to find all 3 clues to assemble a device;
or the clues might be ingredients needed for a spell.

Modifiers
Many RPGs have the concept of a “Modifier”. A Modifier usually increases (or decreases)
the difficulty of a task or dice roll. All Locations, outgoing Paths, and NPCs have an assigned
Modifier. The Modifier range is: -2, -1, 0, 1, 2.

-2 should be interpreted as two steps more difficult.


-1 should be interpreted as one step more difficult.
0 is unmodified.
1 should be interpreted as one step easier.
2 should be interpreted as two steps easier.

All dice rolls or skill checks pertaining to a Location, Path, NPC, Object, or Danger should
be adjusted by the Modifier.

If your Paths represent doors between rooms, the Modifier could describe the strength of
the door locks. If your Paths are roads, the Modifier could be the difficulty of travel. For

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a weapon, the Modifier could be the skill needed to use it. An NPC Modifier could affect
engaging a person in conversation; getting information; or bluffing them.

Suggestions

Create lots of variety! It’s a good idea to use a mix of different kinds of NPCs, traps, objects,
and descriptive text. A simple description like “rain” can be very effective (not everything
needs to be dramatic like “monsters attack”). Include mundane details.

Keep some random tables on hand. Solipsism weaves together things you already
know, so be ready to inject some new things that were not prepared in advance. Secret
Locations are intended to encourage this.

You can add more randomness by not writing down something particular at the begin-
ning, instead, make a note to yourself to randomly generate something when the time comes.

Solipsism is only a tool, don’t let it get in the way of a good adventure. If a Map is
working against the spirit of your game, set it aside. Feel free to ignore keys, clues, dead
ends, or anything else, if they become distracting. On the other hand, Solipsism is intended
to create puzzles, so don’t avoid a challenge either.

Create lots of Maps ! When your characters arrive in a new town, you can quickly start a
new Map to create a detail of the area. When you enter a building, create a new Map to de-
tail the interior. The more Maps you use, the more secrets, puzzles, and surprises you’ll have.

Macro/Micro scale: Use two Maps simultaneously to represent your world at different scales.
One Map for the macro view of your world: towns, rivers, mountains, etc. Another Map for
the details of a particular town, a specific building, or even a single room.

Connected maps: Use two Maps simultaneously. Pick one Location on each map to rep-
resent the intersection point where characters can cross from one Map to another.

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Getting Started
− Print several copies of the Map, you’ll want extras on hand.
− Next to each UPPERCASE letter, write down a Location from your RPG.
− You always begin at the letter “A”. Therefore, choose a Location for “A” that is an
appropriate place for your adventure to begin. (the Tavern!)
− Hide objects, NPCs, or encounters. Write down 2 NPCs, 2 Dangers, and 2 Objects.
− The Map has a choice of Start Numbers. (1001,1002,1003,1004) Pick one Start Number
then look it up in the Master Table.
− Each entry in the Master Table gives you a choice of outgoing Paths. Like a “choose-
your-own-adventure” book, choose a Path and look up the next entry in the Master
Table.

Q&A
Q: Should I draw a map as I play?
A: Yes, if you want to remember how you arrived somewhere! Keep a record of the Paths
that you’ve followed and what you’ve found.

Q: Are Paths one-way or bidirectional?


A: All Paths are ONE WAY ! Often two Locations will connect in both directions, but not
always.

Q: Is there a guaranteed Path to every Location?


A: Yes.

Q: Is there a guaranteed Path to return to any previous Location?


A: Yes. You may not be able to return by the same way you arrived, but there is always a
way to return.

Q: My RPG has a map or story that I’d like to follow. What if I must move in a particular
sequence?
A: See “Working a Railroad” below.

Q: Can I cheat?
A: Yes.

Working a Railroad
Sometimes you must move sequentially from one Location to another. Published RPG
modules usually require that you visit locations or story points in a linear fashion. To
do this with Solipsism, assign your module’s beginning to Location “A”, then leave the
remaining list of Locations blank. When it comes time to move to the next Location, choose
any path, then assign the connecting Location as directed by your module. In other words,

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don’t fill out your Locations list at the beginning; wait and assign Locations as you arrive at
them so they match the expected outcome of your adventure module. However, once your
module’s established route has been created, Solipsism’s other Paths still offer randomized
connections to explore. If you must move backward through the same linear sequence, you
can ignore Solipsism one-way rule. Even with a linear story, you can still hide objects and
encounters. Keys, Dead Ends, and Modifiers should work the same.

Appendix: Oracle
An “oracle” or “fate chart” is a tool to answer YES or NO questions. The oracle takes the
place of a game master who would normally make these decisions. Solipsism includes a very
simple oracle for this purpose.

First, phrase your question as a YES or NO question.

Next, determine the odds (probability) that the answer to your question will be YES. The
odds are: 50/50, Above Average, Extremely Likely, Below Average, Extremely Unlikely.
(Determining odds isn’t an exact science, make a best guess for what is appropriate in your
game.) There is a target number for each probability. Find the target number on the Oracle
Table.

Make a d100 roll against the target number. You must ROLL OVER this number for
an answer of YES.

If you roll very high or very low, the result is an “Exceptional” YES, or an “Exceptional”
NO. Next to every target number, there are two additional numbers on the upper and lower
range of the target. If you roll above the upper range, this is an Exceptional YES. If you
roll below the lower range, this an Exceptional No. What “exceptional” means is open to
interpretation.

When deciding the odds of a question, the question may be affected by a Modifier (see
Modifiers above). Modifiers are printed below each column of the Oracle Table. The Modi-
fier can increase or decrease your chance of rolling YES. If you are not using a Modifier, use
column zero, which, has neutral odds.

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(There are many popular oracles for solo roleplaying. For a more advanced oracle system,
check out Tom Pigeon’s “Mythic” system.)

Appendix: Designer’s Notes


When roleplaying solo, there are fewer opportunities for secrets, surprises, or simply- be-
coming lost. Although this is easily remedied using a “random dungeon generator”, extreme
randomness isn’t helpful when you want to play a specific campaign setting. Published RPGs
have rich settings with detailed locations and established NPCs. When using a published
campaign setting, or adventure module, Solipsism provides a way to take the details you
want, but randomize them in a way that is -hopefully- surprising.

Much of what Solipsism does could be replicated by shuffling cards or tokens. However,
this requires some advance preparation for each new situation. Using Solipsism should be
fast and easy: grab a blank Map and jot down a few ideas.

Additionally, I wanted to be sure there was always a path to every Location, which can’t be
guaranteed with random generation. The same is true with adding puzzles, a truly random
system could result in unplayable combinations.

Have fun.

version 2
copyright 2021 Jason Bonthron

Jason @ LesserUnknownGod .com


ThomasMore @ BGG

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