Title |
Publisher |
Price |
Fabulus Solo
A Fabula Ultima Mod
This rule supplement or ‘mod’ adds solo play to the core Fabula Ultima rules.
The booklet is a 48-page A5 volume, so it should sit right alongside your core rulebook.
If you are familiar with solo play, most of the tools you expect are included.
You get:
A yes-no oracle.
Three alternative muses to answer open questions.
An expansion on Clocks to use with solo... [click here for more] |
Parts Per Million |
$4.99
|
Alone in the Dark Second Edition
Alone in the Dark is a set of simple Solo play rules for Blades in the Dark
This version was recently kickstarted (funded in 2 minutes), and has been expanded. 32 pages of new material, a handy reference chapter that gathers all the oracles and tables into one section, new solo game mechanic - tracks.
You Need This Book
All role-playing is improv,... [click here for more] |
Parts Per Million |
$3.99
|
Solo Game Guide for Savage Worlds
This supplement provides a 15-page toolbox for a solo player to play their own Savage Worlds Wild Card through a series of adventures without a GM.
This booklet provides some simple and common solo roleplaying tools and tunes them to work the way that Savage Worlds works. Ak the questions you ask the GM become more likely to be 'yes' the dice you roll step up through... [click here for more] |
Pinnacle Entertainment |
$3.99
|
 Easier Adventure Writing (...and how to sell them)
There are plenty of books about making adventures. They are often filled with tables for random names, places, monsters, NPCs, and storyline elements. This is not one of those books.
This is about writing adventures that are good enough to sell. It discusses different adventure formats, from one-page adventures to mega-dungeons, and the different... [click here for more] |
Parts Per Million |
$7.99 $4.99
|
You may be new to solo roleplaying or an old hand, either way we all run our solo games our own unique ways. This does mean that we rarely get to see how other people are doing it. This books contains tips and advice that I have picked up over the years that I have incorporated into my own play. Some of these may be new to you, some you may accept as obvious truths. Each of these work for me, and... [click here for more] |
Parts Per Million |
$7.99
|
OLD SCHOOL SOLO
Old-School Essentials version
This solo roleplaying supplement is written specifically to feel like natural OSR RPG rules. If you are comfortable with rolling to see if you encounter a wandering monster and then rolling to see what it is, then you can work these rules! Most of the rules in this add-on rulebook condense down into just four tables, the rest of the content is all supporting... [click here for more] |
Parts Per Million |
$4.99
|
A Lonely Knave is one page, both sides, solo roleplay extension to Knave by Ben Milon (Questing Beast Games).
It uses the same Knave mechanics, it strives for the same look and feel, and it plays the same way.
There are some intrinsic elements of Knave that made it perfect for solo playing.
High compatibility with OSR games. You can use any OSR bestiaries, adventures and spell books,... [click here for more] |
Parts Per Million |
$1.50
|
OSR Solo rules
These rules are intended to allow you to play an OSR, in this case meaning 0D&D, B/X style games, without a Dungeon Master.
The game you will get using these rules will be a sandbox style adventure, you will not need to do any Dungeon Master [DM] style preparation although having a few stock NPCs or appropriate level would be helpful.
No DM?
The normal cycle of play is that the... [click here for more] |
Parts Per Million |
$4.99
|
MAZE RAT is one page, both sides, solo roleplay extension to the best selling MAZE RATS by Ben Milon (Questing Beast Games).
It has been designed to fit in seamlessly with Ben's super light OSR classic game of random worlds and wild magic.
MAZE RAT uses the same combination of 2d6 and six d6 lists that you will be familiar with from the main game.
Maze Rats and Knave share a lot... [click here for more] |
Parts Per Million |
$1.50
|
Players Guide to Solo Roleplaying
Using Cepheus Engine for Solo Play.
Solo roleplay is put forward as being for anyone who wants to play when there is no one else available. Most solo tools are actually built with the Game Master in mind. GMs are naturally more used to improvising entire scenes, creating NPCs on the spot, and having to grab random tables to create content on the fly. These are not... [click here for more] |
Parts Per Million |
$4.99
|
Too Many Games
Too many games get bought and never played. With these rules, you will be able to play Stars Without Number without a GM. Grab the rulebook off the shelf. Make yourself a character and start playing. This book is an interactive set of solo rules that guide your improvisation and acts as a GM for your adventures. In place of the common lists of words, this booklet uses... [click here for more] |
Parts Per Million |
$4.99
|
Lone Star: Solo rules for Mothership RPG
This rules supplement allows you to play Mothership © RPG without a Warden. It does this using some very simple game mechanics that are fully in keeping with the Mothership gameplay. These should be instantly recognisable to a Mothership fan.
Solo is a perfect way to learn a new game, test your first adventures and going beyond just making characters... [click here for more] |
Parts Per Million |
$4.99
|
Forbidden Hero - Solo Roleplaying in the Forbidden Lands
This booklet brings GM-less play to Forbidden Lands
This booklet combines two simple game mechanics and some advice on structuring a game for solo play, to give you the option of picking up and playing Forbidden Lands at any time.
This book requires you to have both the players handbook and gamemasters guide, as it will direct you to specific... [click here for more] |
Free League Publishing |
$4.95
|
You may be new to solo roleplaying or an old hand; either way, we all run our solo games uniquely. This means that we rarely see how other people are doing it. This book contains tips and advice that I have picked up over the years that I have incorporated into keeping my game notes. I talk about analog, pen and paper methods, online, digital, and mobile tools, and about using audio, video, and VTTs... [click here for more] |
Parts Per Million |
$7.99
|
Extended Solo Rules
Twilight:2000
I do not often write solo tools for games that already have solo supplements available. It is almost unheard of for me to write solo tools for a game with solo tools in the core rules. Yet, here I am doing just that.
I have had people commenting on things I post, talking to me on Discord, or at cons asking for expanded solo rules for Twilight2000.
One of the most... [click here for more] |
Free League Publishing |
$4.95
|
Horror seems like it should be ideal for roleplaying games, we have all the monsters you could dream of in your worst nightmares.
The reality is often disappointment. Players brought up on killing all monsters are just not scared by things that go bump in the night.
This book is a collection of tips, advice, and examples on running scarier horror games.
This book grew out of a run of blog articles... [click here for more] |
Parts Per Million |
$7.99
|
Dungeon Crawl Solo
Solo Roleplaying Rules for Dungeon Crawl Classics and Hubris
This solo roleplaying supplement enables playing Dungeon Crawl Classics without a Judge. The rules are split into three sections. It is an excellent companion to quickstart your way into Dungeon Crawl Classics.
Part 1: This deals with solo playing and the basic yes-no question. These are handled with... [click here for more] |
Parts Per Million |
$4.99
|
The ideas and tips in this book are about making it easier to facilitate great shared stories, not through even more GM prep, but improv techniques, applying story crafting ideas from film, TV, and books to roleplaying games.
The typical GM has enough to do bringing the setting to life, playing everyone and thing the characters meet, and being the arbiter of the rules. You do not need even more prep... [click here for more] |
Parts Per Million |
$7.99
|
Easier RPG Publishing 2025
Hints, Tips, and Thoughts on Publishing on DriveThruRPG
Note: Buying this title as the PDF will also give you the 2023 and 2024 versions of the PDF if you interested in how the publishing process is evolving.
This book was born out of the DriveThruRPG.com Pocketquest game jam. That is an annual game jam intended to bring new people into publishing. I found... [click here for more] |
Parts Per Million |
$7.99
|
The Stolen Heirloom
A 5e Solo Adventure
Coerced into a mission to help a friend and mentor, you are hired to retrieve a stolen heirloom, a mask sacred to a tribe of goblins.
This is a numbered-paragraph adventure in the vein of Fighting Fantasy and Choose Your Own Adventure but with differences. You get a simple D6 oracle, high for yes, low for no. You can use this to control enemies in battles, asking... [click here for more] |
Parts Per Million |
$9.99
|
 The Nightmare Last night was to be your last.
When you finally got to sleep, you were plagued by nightmares and disturbing visions. The final nightmare was the worst, and this time, instead of waking up with a start at the final moment, you died both in your dream and for real.
That’s it; your life is over, no do over, no get out clause, or is there? Who are you? What have you done with your life?... [click here for more] |
Parts Per Million |
$1.00
|
Why You Need This Book
Because all role-playing is improv and whether you are playing solo or more commonly as GM to a group of players, there are times when you will have to improvise. These tools will guide you through the improv with prompts to inspire your imagination. They will allow you to spin stories and create plots that you had not even considered, without... [click here for more] |
ZWEIHANDER Games |
$4.95 $3.50
|
Solo Dungeon World
Playing Dungeon World without a Gamemaster
This booklet allows you to play Dungeon World without a gamemaster. These rules use a simplified yes-no mechanic designed to encourage the use of gamemaster moves.
Adventure and the Campaign Front is a central element of these rules. As you play the Fronts will be built up based upon the choices you make and how your game unfolds.
Although... [click here for more] |
Parts Per Million |
$4.99
|
Do you want to play FATE?
Do you want to learn how the game plays?
These rules replace the need for a GM allowing you to run the game that you want to play. Solo campaigns can be sweeping adventures limited only by your imagination. This booklet will unleash your adventures.
No experience necessary!
Solo is a perfect way to learn... [click here for more] |
Parts Per Million |
$4.99
|
These look great! Alan Bahr (Gallant Knight Games)
Traditionally roleplaying games have been for 2 or more players as you need a GM and at least one player. These rules break that dependence on a GM and allow you to have solo role-playing adventures using Tiny Dungeon.
Two simple tables allow you to answer the sorts of questions you would ask your GM and entirely new worlds... [click here for more] |
Gallant Knight Games |
$3.99
|
These rules add solo adventuring to the world of Symbaroum.
The booklet covers playing through published adventures and sandbox-style play. Normal solo tools provided include oracles for answering questions and themed tools for adventuring in Ambria and the Davokar forest.
I have also included advice on how to make solo adventures survivable without breaking the game balance.
DriveThruRPG... [click here for more] |
Free League Publishing |
$4.95
|
Every game is a mystery or contains mystery elements. Whether you are investigating an eldritch horror or trying to find a secret door.
As a GM, it can be very frustrating when your players fail to grasp your obvious trail of clues or cannot roll a successful searching skill test to save their own lives.
This book hopes to guide you through running more successful mystery adventures and doing so... [click here for more] |
Parts Per Million |
$7.99
|
 Riding Shotgun
Riding Shotgun takes place in the Sand Subsector. The characters are hired to do a simple task: drive a tractor-trailer unit from one city to the next. The business owner cannot trust his employees because there has been sabotage in the past. They need people they can trust and have no on-world connections.
This adventure plays out over four locations. The starting city and starport,... [click here for more] |
Mongoose |
$9.99
|
The Solo Society
Solo Roleplaying Vaesen RPG
I have set up these solo rules to encourage investigative play. In addition to having your character sheet, you will be building a mind map of 'facts' as you discover them. From the mind map, you can draw connections and learn the truth. this method means that despite you are both GM and Player, you will not know the truth behind each mystery until it is... [click here for more] |
Free League Publishing |
$4.95
|
 Solo Space Marine Skirmishing
Encounter Deck One
This project is for the PDF and printed Solo Space Marine Skirmishing rules booklet. although the game was written as a solo game it can be played with more than one player.
In solo mode, there are d6 tables for each enemy unit's actions, making them act independently. When played in two player mode one side can control the marines and the other player... [click here for more] |
Parts Per Million |
$4.99
|
 Easier Solo Mystery Play This book is aimed at solo roleplayers that want to get more from running mystery adventures. There is a constant tension between knowing more than your character could know, and not knowing enough to bring a mystery to a satisfying end. When do you give yourself clues, how can you have a clue that you created but your character doesn’t know what it means? How do you create... [click here for more] |
Parts Per Million |
$7.99
|
This rules supplement is aimed at any and all BRP Basic Roleplaying games, including Call of Cthulhu and Runequest, and anything else that is independently produced using the SRD.
The book contains a d100 oracle, a selection of muses or spark tables, advice on improv gaming and solo playing adventure/mystery games.
Solo rules are a great way to turn any rulebook into a quickstart for the... [click here for more] |
Parts Per Million |
$4.99
|
If you already own the StoryPath solo rules written for Scion those rules are newer and more expansive than these older rules.
World Of Darkness Solo Adventures
These rules provide a StoryTeller emulator enabling you to play out adventures where you are both player and StoryTeller. A simple dice pool mechanic is used to answer questions you would normally put to your StoryTeller.
The rules cover... [click here for more] |
White Wolf |
$1.99 $1.49
|
Mutant: Year Solo
These rules are divided into three sections.
The first is a simple set of game mechanics to allow you to play Mutant:Year Zero without a GM. The rules are tailored to fit in with the native game mechanics of M:YZ and should feel natural.
The second section gathers together some of the most useful tables from the core rules for solo play and makes very minor amendments and additions... [click here for more] |
Free League Publishing |
$4.95
|
Rogue Handler
Solo Roleplaying in a World of Conspiracy and Cosmic Horror
This supplement makes solo roleplaying most d100 Modern Setting Cthulhu Mythos games a real possibility. These rules add a simple yes-no oracle, for answering questions, along with a set of guidelines for evolving mysteries to be solved as you play. This as-you-play method means that you will not know what is going on until your... [click here for more] |
Parts Per Million |
$4.99
|
A Lonely Death (in space)
COMPATIBLE WITH DEATH IN SPACE
These solo rules are designed to get you started in solo play, using Death in Space from Stockholm Kartell.
These solo rules use a simple 2d6 yes-no oracle and a d20 muse to handle questions and answers. In addition, a number of simple techniques are used to give the impression of NPC AI, by creating fast behavior profiles that influence oracle... [click here for more] |
Parts Per Million |
$4.99
|
Alone in the Loop
Solo Roleplaying Tales from the Loop
Tales from the Loop is Free League's rules-light Zero Engine game of coming of age and exploring the 1980s that never was.
These add-on rules add solo roleplaying to Tales, trying to keep the rules-light feel while maximizing the amount of mystery in playing the game.
These rules make strong use of countdowns, and drama dice to control outside... [click here for more] |
Free League Publishing |
$4.95
|
 36 encounters a Party might find dockside or otherwise in and around port. Strange tentacles, barboring disputes, customs officials with a chip on their shoulder, shady crew recruiters, and much more.
This version is adapted for use with 3Deep RPG: https://www.drivethrurpg.com/en/product/217841/3deep-2nd-edition
The entirety of this publication is available in the preview. Please use it freely... [click here for more] |
Sad Fishe Games |
$1.47 $1.27
|
Monophobia
Rules Light Solo Roleplaying
This book is designed for use with 7th Edition Call of Cthulhu but will work perfectly well with any edition if you are aware of the positive and negative dice rules and the concept of half and one-fifth values. A character's Luck, half luck, and one-fifth of their Luck attribute play a major role here.
I am fully aware that these are not the only solo rules... [click here for more] |
Chaosium |
$4.95
|
Solo Core
Solo Playing 2D20 System Games
I am best known for creating solo tools that fit a specific game and setting. I like the seamless feel of solo tools and game rules working together as part of the same system. So what am I doing writing something that goes against that philosophy? The 2D20 System Reference Document, published by Modiphius, contained all the core rules for the underlying 2D20... [click here for more] |
Parts Per Million |
$4.99
|
Requires Shadow of the Demon Lord from Schwalb Entertainment.
This supplement contains 12 pages of rules, tips, and tables for running a sandbox Shadow of the Demon Lord game without a GM.
The rules are fully tailored to the tabletop role-playing game and require a d20 and d6.
Mechanics are provided for answering simple questions in a variation of the yes/no format. A complex question mechanism... [click here for more] |
Schwalb Entertainment |
$2.99
|
Zenith Solo
Solo Roleplaying Supplement for Coriolis
Culture is Everything... The cultural background of Coriolis is the unique element that makes Coriolis stand out amongst the plethora of science fiction RPGs and the legion that point to Firefly as an inspiration. It is an excellent companion to quickstart your way into Coriolis.
The inspiration prompts, used for setting up scenes and answering... [click here for more] |
Free League Publishing |
$4.95
|
I was asked to put down my thoughts on running better science fiction games and at first, I wasn't sure what to write, sci-fi is so broad a genre. How do you encompass everything from dystopian cyberpunk to the optimism of Star Trek?
What this book contains is 17 mini-essays. The first half is all about reducing the scope of your games and campaigns. Sci-fi is such a broad genre that the more you... [click here for more] |
Parts Per Million |
$7.99
|
Solo Space Opera with Cepheus
Solo Roleplaying with Cepheus Deluxe
This rules supplement adds solo roleplaying to Cepheus Deluxe™ published by Stellagama. This zine is available in both digital PDF and Print on Demand options. The print version is a 64-page (6” x 9”) booklet. This format also makes the PDF rules perfect for use on Tablet PCs and iPads.
... [click here for more] |
Parts Per Million |
$4.95
|
Hunter
For use with Monster of the Week by Michael Sands.
This booklet adds solo or cooperative play to Monster of the Week.
The booklet is built about building mysteries incrementally as you investigate, developing what you need to know as you need to know it. This helps avoid spoilers. Likewise, the monster is built incrementally, as your investigations reveal facts about your monster, so the monster... [click here for more] |
Parts Per Million |
$4.99
|
Crossroad Chronicler is a periodic publication focusing on Solo, Gm’less, and Gm-lite Role-Playing Games and resources to play them. Our goal is to bring together some of these people and the materials they produce and collect it all in one place for others interested in the concept. We are the chronicler at the crossroads of others’ journeys, here to share for everyone’s benefit.
Volume... [click here for more] |
Sad Fishe Games |
$1.49
|
This publication includes 30 new Backgrounds to use in character creation for Death in Space, turning the original d6 table into a d66 table to ensure plenty of character variety in Death in Space campaigns.
The entirety of this product is available in the preview. Please use it with our blessing. ... [click here for more] |
Sad Fishe Games |
$2.99 $1.99
|
Mech Rider Solo Rules compatible with Lancer
These solo rules integrate with the core Lancer game mechanics to add solo play to the roleplaying game.
In addition to traditional oracles to answer questions and inject ideas into your scenes, I have included ideas that go back 60 years or more to help you solo play the tactical combat side of the game.
These rules require the Lancer core rules... [click here for more] |
Parts Per Million |
$4.99
|
Solo Engine for 7th Sea
This rules supplement allows you to play 7th Sea (1st or 2nd Edition) without a Games Master. Questions about your world and the actions of all the NPCs that you would normally ask your GM are handled by a few simple tables and one or two dice rolls.
Rules are provided for simple and complex questions, scene objectives, NPC actions, and combat tactics.
Alongside the printed... [click here for more] |
Chaosium |
$1.99
|
No Rabble Rouser
EZD6 Compatible Solo Tools
EZD6 is a simple d6 driven game with a very strong OSR feel, without having all the D&D baggage.
The system is heavily skewed towards player success. Typically a 1 is an automotive fail, 2 is a failure (but you can spend meta currency to boost it, 3-5 is a success and 6 is an exploding roll and critical success.
These solo rules use that same 1, 2,... [click here for more] |
Parts Per Million |
$4.99
|