Video summary

Playing solo RPGs as the GM?

Main summary

Key takeaways

Gaming

Storyline (demoed adventure: Ernie Wyvern’s Museum of Oddities)

  • The party enters a museum run by Ernie Wyvern, a former adventurer turned lonely collector.
  • Over time, the museum becomes cursed and “always empty.”
  • On his deathbed, Wyvern curses the museum:
    • Any adventurer who comes to steal artifacts and dies there becomes a memoryless ghost.
  • Wyvern functions as a phantom guide:
    • He welcomes visitors, but his real goal is to set traps and ensure they die (and stay trapped/forgotten).
  • If the ghost is defeated:
    • The museum rots/disintegrates
    • Trapped souls are freed
  • The demo frames the hook as rumor-based:
    • Visitors believe the ghost guide is lonely and wants attention—not that it’s an enemy.

Gameplay highlights & how Triple O works (GM-as-player inversion)

Core idea

Instead of switching between player and GM emulators, the solo GM plays the GM side, while Triple O acts as a “player character emulator” using character traits and a simple decision mechanic.


Triple O character emulation workflow

  1. Create or generate characters using any RPG system (Triple O is system agnostic).
  2. Extract “traits” that influence decisions, including:
    • Background, class, quirks/personality, skills
    • Traumas, motivations/goals, and behavioral tendencies
  3. (Optional) Add motivation/drive depth using “spark” tables:
    • Example motivation: justice
    • Drives/action verbs can steer immediate adventure decisions (e.g., retreat to claim info before accusing someone)

Triple O resolution mechanic (the “Obvious / Option / Odd” check)

When you need a character’s choice, consider three possibilities:

  • Obvious: what the character would most predictably do
  • Option: plausible but less predictable alternative
  • Odd: unexpected/rare behavior that still makes sense

Then roll 1d6:

  • 4–6 = Obvious
  • 2–3 = Option
  • 1 = Odd

Double down

  • Roll extra and/or “favor” one result if you think that behavior is more likely in the moment.

Learning/evolution

  • If the “odd” result happens repeatedly, it becomes more prevalent.
  • Over time, this can change what becomes “obvious” later—emulating character growth/consistency under stress.

Group decision procedure (party choices)

For choices like accepting/declining ghost guidance:

  • Create three courses of action (mapped to obvious/option/odd).
  • Assign which course is which using:
    • leader/persuader traits for “obvious”
    • shy/reckless/selfish/absurd ideas for “odd”
    • or roll ordering if unclear
  • Roll a Triple O check to determine the party’s final direction.

Triple O used as “questions” (GM-to-character prompting)

A key emphasis: don’t assume characters will attempt solutions just because the room description suggests it.

Instead of assuming, use Triple O to ask things like:

  • Will they do the smart thing?
  • Will they search?
  • Will they trigger traps or solve the puzzle?

The check decides whether an intended action actually happens (e.g., “would they put their arm in the mouth hole?”).


Strategies / key tips from the video

  • Don’t over-roll.
    • If stakes are low or a decision is obviously character-consistent, just narrate it.
    • Use Triple O mainly to outsource uncertainty.
  • Build decision logic from traits, not numbers.
    • Triple O emphasizes behavior/emulation using qualitative traits (motivation, fear, paranoia, charm, etc.).
  • Use the GM seat to your advantage.
    • Read spoilers and box text.
    • Lie/roleplay NPC deception while still emulating what the characters would do without needing them to know everything you know.
  • Use “temporary traits” in play (especially in combat):
    • injuries, prone, environmental changes, low resources/stress
    • these become new drivers for the next choice (e.g., injured character may hide/bandage instead of fight)
  • Combat approach: you control enemies; you don’t control characters.
    • Decide character actions via obvious behavior, or use Triple O only when surprises/clever tactics are plausible.
  • Use Triple O for puzzle engagement:
    • Determine if characters:
      • search carefully
      • understand inscriptions
      • attempt “boon/bane” actions rather than assuming they will

Example scenario beats from the demo

  • Entrance (ticket office):
    • Ernie offers to guide them.
    • Characters are emulated:
      • a cowardly character stays back
      • a dog/animal behaves aggressively
      • another examines for valuables
      • another debates trusting the ghost
  • Ghost negotiation:
    • Decide whether to accept guidance, refuse, or demand proof
    • This is mapped into group Triple O
  • Puzzle room (Hall of Aos & Lakedom):
    • Two statues flank a “mouth” puzzle with a creature inside:
      • aligning philosophy = bracer boon
      • tricking/incorrect action = amputation consequence
    • Triple O is used repeatedly as “question resolution,” such as:
      • Would each character try the puzzle?
      • Would they attempt translation/searching?
      • Would they bring tools or approach cautiously?
  • Trap → combat (prehistoric skeleton room):
    • Skeletons spring to life after entry.
    • Combat decisions for characters come from traits first, with Triple O used to inject uncertainty (e.g., unexpected positioning like climbing).

Gamers / sources featured

  • Cesar Kapaki (speaker/creator of Triple O)
  • Simone Sentini — author of the adventure used in the demo: Ernie Wyvern’s Museum of Oddities
  • Character generator sources mentioned:
    • Karen character generator
    • Trophy Gold character generator (online)
    • D&D 5e character generator
  • BackerKit — referenced as the campaign/pledge location
  • Zentopia (campaign referenced; launch/run timing mentioned)

Original video