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It's Fun to Go Alone - Top 10 Solo RPGs
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Video Overview: “It’s Fun to Go Alone” — Top 10 Solo RPGs (Dungeon Dive)
This video is a ranked Top 10 list of tabletop RPGs that are either:
- Built for solo play, or
- Include official, game-specific solo rules
The host explicitly avoids:
- Games that require stitching together generic solo engines/rules
- “Pure dungeon crawl” titles (e.g., 4 Against Darkness, D100 Dungeon)
The emphasis is on solo RPG experiences across fantasy, sci-fi, and horror, including:
- Combat
- Exploration
- Survival
- Journaling/mystery play
#10 — Dragon Bane (Free League Publishing; author: Thomas Harren)
Storyline/structure: Missions in a solo supplement help you run adventure arcs, and the game’s world content can inspire additional solo scenarios.
Gameplay highlights:
- Huge box set value: dice, cardboard standees, maps, decks, pre-generated characters
- D20 “roll low” resolution system (skill/target checks)
- Solo rules supplement with:
- power/survival/randomization tables
- mission framework
- Bestiary includes randomized monster attack charts (useful for solo improv)
- Features duck player characters (especially “awesome,” per the host)
Strategies / key tips:
- Run the included solo missions first to learn the flow
- Then use maps/charts to generate your own missions
Potential issue noted:
- Solo rules are not as robust as some other entries, but are solid as a foundation
#9 — Downcrawl (author: Aaron A. Reed)
Storyline/structure: A procedurally generated, step-driven journey using “moves” for every stage (travel, NPCs, settlements, encounters).
Gameplay highlights:
- Strong focus on generating bizarre, otherworldly worlds and encounters
- Structured moves system: each situation has step-by-step procedures and outcomes
- Lots of tables for locations, denizens, and NPCs
- Survival-like play (e.g., exploration and collecting fungi; “fungal farmer” vibes)
- Designed for solo and co-op (co-op also without a GM)
Strategies / key tips:
- Use recommended card decks (worldbuilding/oracle cards) for on-the-fly generation
Potential issues noted:
- Can feel daunting for complete beginners
- Core premise is world/adventure generation; rules may feel too simple without add-ons
#8 — Heroes of Ceruvia (author: Lucas Faulk)
Storyline/structure: A Zelda-like quest with a clear beginning, middle, and end:
- Collect three pieces of the trinity
- Unlock the final castle
- Defeat the boss
Gameplay highlights:
- “Video-game logic” flavor (repetitive NPC dialogue like retro RPGs)
- Small sandbox feel with random dungeons, but a clear overall mission objective
- No solo rules in the book; solo rules are available via DriveThruRPG
- Solo setup starts the hero stronger
- Extensive solo-friendly charts for:
- talking to inhabitants
- generating dungeons/room sizes/puzzle difficulty
- boss and miniboss creation
- overworld exploration between dungeons
- Includes sample dungeons and modular add-on PDFs
Strategies / key tips:
- The “triptych to final castle” structure answers the “what am I working toward?” question
Potential issue noted:
- Some lack of variety may reduce long-term replay unless you add tables/modules
#7 — Little Town (author: Gustavo Quo)
Storyline/structure: Twin Peaks–style paranormal investigation and mystery. Random prompts guide how you pursue clues toward a satisfying conclusion.
Gameplay highlights:
- Strong theme: paranormal investigation with Twin Peaks vibes
- Card-based “moves” combining rules + narrative outcomes
- Not “Clue”-style; instead you spend/find clues to shape story progress
- Journaling + mechanics:
- stat/resource tracking
- 2d6 tables
- sometimes card-drawn prompts
- Supplements shift tone:
- Eldrich Town (Lovecraft/Cthulhu-style investigation)
- Eerie Town (X-Files–like FBI cryptid/UFO investigations)
- a town gazette with places and NPCs
Strategies / key tips:
- No need for extensive journaling—keywords and short notes can be enough
Potential issue noted:
- Some people dislike journaling games; this one uses journaling but isn’t purely creative writing
#6 — Broken Shores (Black Oath Entertainment; author: Alex T.)
Storyline/structure: Nautical fantasy apocalypse: the world is flooded. You escape cult capture, then survive and explore a raft-and-hex-crawl world.
Gameplay highlights:
- Survival, crafting, hex crawling, and dungeon delving procedures
- D100 roll-low skill system (percentage chances)
- Classless character creation with background generators
- Strong tone: deranged cults, malevolent gods, dark sorcery, weird tech
- Scales between exploration and combat with a solo-first approach
Strategies / key tips:
- Use the downloadable cheat sheet to make step-by-step procedures easier
- Consider house rules to reduce survival pressure if it forces one “optimal” build
Potential issue noted:
- Survival difficulty may make certain skills/talents feel mandatory, limiting variety
#5 — Fallen (From Perplexing Ruins; author: Perplexing Ruins team implied; art: Alan)
Storyline/structure: Faux-Victorian hammer-horror investigation with fog, cobblestones, cornfields, leather coats, etc.
Gameplay highlights:
- Atmosphere is the main strength (Bloodborne / plague zombie / WWI-ish monster-hunt vibes)
- Compact (~42 pages) but dense
- Simple resolution:
- roll 2d6 + modifiers
- 10+ complete success
- 7–9 success with complication
- 6 or lower miss
- Skills function like “moves” with distinct narrative outcomes (success/complication/miss)
- Solo oracle sheet included
- Point-crawl structure for wilderness/interior/dungeon exploration
- Heavy on-the-fly generation: icon/mcGuffin generators, creatures, etc.
- Supports hex/dungeon workflows via companion sheets (“Perplexing Ruins solo gameplay sheets”)
Strategies / key tips:
- Pair with regional/terrain supplements (e.g., Tattered Leaves for forests; Hillgr for urban conspiracies)
Potential issue noted:
- Reprint/edition timing: host suggests waiting for a possible second edition crowdfunding, but notes the first edition is solid if a physical reprint arrives sooner
#4 — The Unseen World (author: Thomas P. King)
Storyline/structure: Horror/paranormal investigator enters a town to uncover and work through randomized hauntings—a mystery with definite beginning, middle, and end, ending at the final location.
Gameplay highlights:
- Horror tone compared to J-horror/Korean horror (e.g., The Ring, The Grudge)
- Also described as similar to Silent Hill / Fatal Frame
- Journaling required more than pure prompts (both mechanical and narrative use)
- Deck-based resolution for outcomes/conflicts; can “swap out cards” as the character improves
- Standard poker deck outcomes with improved cards as progression
- “Money loop”:
- gain money after each mystery
- spend on recording gear (EVP/audio/video tools)
- invest in writing blog posts/book chapters (adding realism to the fantastical setting)
Strategies / key tips:
- Lean into the investment systems (gear + published write-ups) for deeper immersion
Potential issue noted:
- Host wants the investment/gear/blog/documentary elements more fully fleshed out with fuller mechanics
#3 — Space Aces: Voyages in Infinite Space (Stephven Hans)
Storyline/structure: Explore a huge galaxy from a central hub (Starbase 42). Travel includes random encounters, missions, and dungeon-like dives.
Gameplay highlights:
- “Wacky Saturday morning” sci-fi tone—comedy sci-fi fans (e.g., Hitchhiker’s Guide, Cowboy Bebop) may enjoy it
- Extremely simple stats: ships and characters have almost no stats
- Resolution system:
- d20 target number system (easy → epic)
- complication die (d6): 1–2 bad, 5–6 benefit
- heat level increases peril as danger rises
- Travel/exploration uses “pressure luck” d6 mechanics:
- avoid “busting” thresholds (higher rolls become worse)
- bust triggers really bad outcomes
- Includes ship creation, space combat, ruins/dungeons—kept intentionally simple
- Massive content via an atlas-like structure:
- two-page spreads for planets/stars, with random encounters, finds, missions, and local trouble
- Loot and encounter tables (including D20 captains table and D120 mission table)
Strategies / key tips:
- Embrace simplicity (the host warns it may feel confusing at first, but doesn’t block fun)
Potential issue noted:
- Simplicity can be confusing until you internalize how it works
#2 — Morborg (Pel Nielson)
Storyline/structure: “Weird black metal chaotic evil” campaign-adventure in a highly modular way; solo play is supported through custom rules resources.
Gameplay highlights:
- Fast, immediate gameplay:
- d20 meet/beat target rolls
- Solo support:
- Morborg doesn’t include built-in solo rules, but custom solitary defilement rules work great
- in the spirit of Iron Sworn-style moves, but simpler
- Solitary Defilement includes:
- dungeon/wilderness exploration moves
- beginning/end adventure complication procedures
- oracles
- urban/settlement (“alone in the crowd”) support
- solo adventures
- Additional support books:
- Ferriator (bestiary + wilderness/random encounter tools)
- Solitary Depths (expands the solo system)
- Big selling point: generous third-party licensing → lots of community supplements
- Characters can be “squishy” and easy to generate (scum generator / web tool)
Strategies / key tips:
- Use modules/supplements as needed—even non-solo supplements still provide charts/monsters/locations
Potential issue noted:
- Graphic design/typography can be polarizing; some may find it unreadable or headache-inducing
#1 — Scarlet Heroes (Kevin Crawford)
Storyline/structure: Sword-and-sorcery solo adventures in a dedicated setting (Red Tide), built around strong heroic protagonists and solo-first mechanics.
Gameplay highlights:
- The host’s “this made solo RPGs click” pick
- All-in-one solution: solo oracles/rules included in the book
- Built for:
- solo hero with no GM (explicitly supported)
- one GM + one hero play
- Strong power fantasy focus:
- heroes are capable and relatively survivable (genre expectation)
- Urban adventure handling:
- scene setup
- clue-finding procedures to ensure you always know “what to do next”
- crime/criminal generation rules
- Wilderness and dungeon tools:
- terrain features
- hex crawling/events
- dungeon generation (size, layouts, rooms)
- Adventure tag system:
- pick tags like “Brutal terrain” to generate enemies/complications/locations
- Combat scales cleanly solo:
- Frey die for efficient damage resolution
- hit point method derived from hit dice without rolling them
- Oracles and NPC/character generation charts highlighted as key solo supports
Strategies / key tips:
- Use adventure tags to theme your campaign quickly (terrain intelligence/malevolence, enemy types, complications, etc.)
- Substitute bestiaries if you don’t want Red Tide’s more exotic monster ecosystem
Potential issue noted:
- Setting preference: Red Tide’s pan-Asian fusion inspiration may not appeal to everyone
- If you don’t have matching exotic bestiary monsters, OSR bestiaries can replace them seamlessly
- Minor aesthetic complaint: host wants a better front cover / future edition cover
Gamers / Sources Featured (as named at end)
- Daniel (Dungeon Dive host)
- Thomas Harren (Dragon Bane)
- Aaron A. Reed (Downcrawl)
- Lucas Faulk (Heroes of Ceruvia)
- Gustavo Quo (Little Town)
- Black Oath Entertainment (publisher/team for Broken Shores) and Alex T. (author referenced for Broken Shores)
- Stephven Hans (Space Aces: Voyages in Infinite Space)
- Pel Nielson (Morborg)
- Kevin Crawford (Scarlet Heroes)
- Thomas P. King (The Unseen World)
- Perplexing Ruins (publisher/creator for Fallen; Alan mentioned for art)
- Kaips (author of Tattered Leaves supplement, mentioned)
- Max Moon (associated with “Solitary Defilement” lineage; referenced)
- DriveThruRPG (solo rules, decks, supplements, PDFs)
- Dungeon Dive Patreon / Dungeon Dive Quest forum (community support sources)
- Tublic (merch source)
- lulu.com (printing option mentioned for custom PDFs)
No additional individual “gamer” interviews/player spotlights are presented—these names are authors/creators and referenced sources.