As The Soloist enters its fourth year, I wanted to give a massive thanks to the 10,000 subscribers who read, share, and support the newsletter. I’m especially grateful to the designers and artists who have shared their time and work in interviews.
What’s New for 2026: I’ve decided to focus my work exclusively on tabletop games this year, specifically writing The Soloist and finishing SOLO BORG.
To support this shift, I’m turning on optional paid subscriptions. To be clear: nothing is changing for free readers. I won’t be paywalling any content.
Turning this on helps with the Substack algorithm and should expand the newsletter’s reach. Any money raised will go back into the game creator ecosystem: purchasing games, commissioning art, and paying for guest writing.
Before we dive into year four, I thought you might be interested in a couple data points from 2025.
The most-read issues from the year were: 8 Journaling Tips for Solo RPGs and The Dungeon Delving Special Edition.
The most clicked-on games of 2025 were: Wrath of the Wyvern, Citizen Sleeper Spindlejack, and The Archivium.
Thanks again for reading and being part of the solo game community. If you would like to share your thoughts about The Soloist fill out the 4-question reader survey.
There is a huge variety of solo RPGs, but if you’re looking to play a traditional RPG and already own the rules, you don’t need to buy new books to start playing solo. In this series, we’re building a “Solo RPG Kit” from scratch. We started with the Solo Ritual, a repeatable game loop that guides you through sessions scene-by-scene.
Now, let’s add another essential tool: the Yes/No Oracle.
When you play an RPG on your own, you don’t have a GM to answer questions or introduce surprises. A Yes/No oracle is a tool that helps you answer those questions. You could flip a coin for the answer (heads YES, tails NO), but I recommend using this table:
Start by asking a question just as you would a GM. If the answer could benefit the character, frame it so that “Yes” represents a positive outcome. For example, ask “Is the guard sleeping?” rather than “Is the guard awake?”
Next, assess the likelihood of that positive result based on the current situation. If it is likely, roll two dice and keep the highest result; if unlikely, keep the lowest. For even odds, roll a single die.
Finally, consult the table. If you get a qualified answer (a “Yes, but…” or “No, and…”use the immediate context of the scene to improvise the specific twist or consequence.
Environmental: Is there…?
“Is there a back door?” “Is there a spring nearby?”
These build the scene and give you elements to interact with.
Sensory: Do I see/hear…?
“Do I hear anyone moving inside?” “Do I smell smoke?”
These help determine hidden information and potential threats.
Social: Does the NPC…?
“Does the blacksmith sell weapons?” “Do they look nervous?”
These questions can help fill in where a standard reaction table doesn’t offer all the details.
Lore: Do I know…?
“Do I recognize this symbol?” “Is this plant poisonous?”
Use this to see if your character has specific knowledge or to establish elements of the world.
Feasibility: Can I…?
“Can I jump the gap?” “Is the lock simple enough to pick?”
These determine the difficulty or possibility of an action before you even roll the dice to attempt it.
You don’t need to roll for everything. If you walk into a busy tavern, don’t ask the Oracle, “Do they serve ale?” Of course they do. Just assume it’s true and move on.
Use the Oracle when:
The outcome is uncertain. “Is the tavern crowded?”
The answer moves the story forward. “Is the assassin at the bar?”
You are out of ideas. “Does a brawl break out?”
When you roll one, don’t overthink it. Look at the immediate situation and ask: What is the most obvious problem or advantage right now?
Example: You are ransacking a desk looking for a specific letter. Question: “Is the letter here?”
Yes, and…: You find the letter and the signet ring needed to forge the Queen’s signature.
Yes, but…: You find the letter, but the ink is smudged and part of the message is unreadable.
No, but…: You don’t find the letter, but you find a dagger with dried blood on.
No, and…: You don’t find the letter, and you knock something off the desk and draw attention.
Sometimes you stare at a result and your mind goes blank. When context isn’t enough, you need an external spark to fire your imagination. That is where Spark Tables come in. These are lists of random verb/noun prompts designed to kickstart your creativity. And that is exactly the tool we will add to the Solo Toolkit next.
WHY WE FIGHT is a solo/GMless solarpunk RPG where you play a crew of guerilla freedom-fighters working together build a brighter, greener future. Set in the ruins of a post-civil war country, the game focuses on collective resistance, pitting your team against the hedge-fund backed “White Fist” militia. In solo or group play, each player controls a Crew of four characters, managing their relationships and distinct skills to survive. An illustrated and playable 48-page preview edition is available for free from the Stop, Drop and Roll website and itchio.
EIGHTH DAY OF THE WEEK is a game about staying awake for 7 days while enduring everyday life and the specter of sleep debt, all to get a taste of unlocking the secret eighth day of the week.
VESSEL: WARDEN’S SIN: Classless Dark Fantasy RPG with overland and dungeon exploration. A dice pool represents stamina. When that pool runs dry, your character is exhausted, vulnerable, and forced to adapt. Nicely illustrated by the game’s designer. 84 pages | $1.34
SOLO HOPE & FEAR FOR DAGGERHEART: Prolific designer Parts Per Million has released a solo supplement for Darrington Press’ popular Daggereart. It follows his approach of not letting his solo rules get in the way of the core rules. 62 pages | $7.99
THE LAST MAN’S GUIDE TO THE BADLAND: A system neutral toolbook for traveling through a post-apocalyptic setting warped by ley line ruptures, strange weapons, and the fallout from a broken world. 20 pages | $4.67
A FATHER’S JOURNEY FORR DRAGONBANE: A complete solo adventure for Dragonbane with 3 structured missions and randomized exploration. 5 pages | $1.99
MODERN WAR SOLO: This book provides solo rules for Zozer’s Modern War, a squad-level RPG for contemporary military-themed settings. 47 pages | $4.99
DIPLOMATIC REALITIES: A sci-fi diplomatic mystery journaling game. 11 pages | $4.99
Mundos Infinitos Bundle: Explore a variety of worlds in 13 brochure RPGs from Ennie-nominated Mundos Infinitos. Games come in English and Spanish language editions.
Sasquatch Games - Solo Winter Bundle: Get 50% off Dune-inspired Glide and other solo games.
Hollowponds Trifolds of 2025: This is a collection of 10 trifold brochures, each with a specific tool to help your solo play. If you enjoy the Hollowponds Solo Sagas how-to videos, this bundle is the printable kit that helps support the channel.
Join the LoneAdventurer as he introduces dozens of solo games in quick (5 min per game) segments.
I’m keeping an eye on Gossamer Frontier, a “witchy, sci-fantasy solo RPG,” hitting Backerkit’s Zinetopia in a couple weeks. As captain of a starship you assemble and build developer relationships with a crew, while pushing back against an oppressive force.

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