Video summary
Playing solo RPGs as the GM?
Main summary
Key takeaways
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
- Create or generate characters using any RPG system (Triple O is system agnostic).
- Extract “traits” that influence decisions, including:
- Background, class, quirks/personality, skills
- Traumas, motivations/goals, and behavioral tendencies
- (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
- Determine if characters:
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?
- Two statues flank a “mouth” puzzle with a creature inside:
- 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)