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How to Add Clear Rules to a Solo Story Game That Feels Too Unstructured

If your solo story game keeps stalling because every next step is open to interpretation, add a small procedure for the moments that cause uncertainty. Start by deciding what the player does repeatedly, what counts as an uncertain outcome, and how that outcome changes the story. Then write those steps in order and test them in a short scene. The aim is to make it easier to continue playing while preserving room for invention.

October 09, 202610 min readReading, Arts & CultureBy Metlivi Editorial Team
Section 1

Find the point where play loses momentum

“Unstructured” can describe different problems. You might not know what to do next, be unsure whether an attempted action succeeds, or have trouble turning a surprise into a scene. Those problems call for different rules. A prompt that generates a new location may help with the first; a resolution procedure may help with the second; and a consequence step may help with the third. Adding a general-purpose table to all three can increase activity without making the game easier to follow.

Review a recent session, or imagine a typical one, and write down the last few moments when you hesitated. Describe each as a question: “What is my character trying to accomplish?”, “Is the result uncertain?”, “What happens if the attempt fails?”, or “How does this answer affect the next scene?” Look for the question that returns most often. That is the best place to add a rule first.

This is a practical design inference from a basic game-design principle: meaningful play depends on players being able to connect their actions to outcomes and understand how those outcomes matter in the larger game. A rule that answers a real recurring question can strengthen that connection; a rule that adds bookkeeping without resolving a decision may not. Eric Zimmerman’s discussion of meaningful play describes how context and understandable consequences help choices matter.

Section 2

Write a short play loop

A loop is a repeatable sequence that tells you what to do when play reaches a common point. For a solo story game, a simple starting loop could be: state the character’s immediate aim, describe the approach, check whether the result is uncertain, resolve uncertainty if needed, narrate what changes, and choose the next action or scene. Treat this as a draft, not a universal formula. If your game already has a strong sequence, keep it and add only the missing step.

Make each step answer one practical question. “State the aim” gives the moment direction. “Describe the approach” identifies what the character actually tries. “Check uncertainty” prevents rolling or consulting a tool when the result is already clear. “Resolve” provides a method for genuinely unknown outcomes. “Narrate what changes” carries the result forward. If a step does not help the player decide what to do, understand what happened, or maintain the story’s continuity, consider removing it.

The order matters because it makes the procedure usable at the table or on the page. A rule that tells you to roll but does not explain what to roll about leaves a gap. A prompt that gives you a surprising detail but no instruction for incorporating it may create another pause. Solo journaling games show one possible division of jobs: prompts can raise questions, oracle tables can supply concrete sparks, and a separate mechanic can resolve uncertain attempts. That description comes from the published overview of Solo Journaling RPG Tools; it is an example of one design, not a requirement for every game.

Section 3

Define when to use a rule

State the trigger for each procedure in plain language. For example: “Use the outcome check when the character’s approach could plausibly succeed or fail and the answer would change what happens next.” This makes the rule less likely to interrupt routine narration. A character opening an unlocked door may need no check; trying to persuade a suspicious gatekeeper when the scene depends on the response might.

If your game uses chance, distinguish uncertainty from surprise. A random prompt can introduce an unexpected person or obstacle, but it does not automatically decide whether a character’s attempt succeeds. Conversely, a resolution roll can answer success or setback without supplying a whole new scene. You may combine those functions, but explain how. Otherwise, after a roll, you may still have to stop and decide what the result means.

Avoid triggers based only on vague labels such as “important moment” unless you define what makes a moment important. A useful test is whether different players—or you in two separate sessions—would make roughly the same call about when the rule applies. The rule need not eliminate judgment. It should make its use predictable enough that the judgment itself feels like a choice rather than a missing instruction.

Section 4

Make outcomes specific enough to continue

A rule needs to tell you what the result changes. If the only possible outputs are “yes” and “no,” consider whether a failed attempt leaves the scene in a playable state. Perhaps the character does not achieve the aim, succeeds at a cost, or learns something that changes the available options. These are design possibilities you can adapt to your tone; they are not mandatory outcome categories.

For a simple prototype, you might use three bands: clear success, mixed result, and setback. Define each before play. For instance, a clear success achieves the stated aim; a mixed result achieves it while introducing a cost or complication; a setback does not achieve it and changes the situation. Then give the game a way to determine which band applies, such as a die roll, a card draw, or a resource comparison. The exact method and odds are your design choice. If you have not tested them, do not describe them as balanced or proven.

The crucial part is that outcomes follow from the stated action and feed back into the story. The Carnegie Mellon course page on meaningful play and choices explains that choices are easier to care about when players can perceive how actions change the game state. In practice, write an outcome rule that answers: what did the character get, what changed, and what decision is now available? If a result changes nothing the player can perceive, the procedure may feel like an interruption.

Section 5

Keep prompts, oracles, and resolution distinct

Prompts, oracles, and resolution rules can all support a solo story, but they answer different kinds of questions. A prompt suggests something to explore. An oracle provides an answer or unexpected element when the player wants an external nudge. A resolution mechanic judges the result of an uncertain attempt. Decide which of these functions your game needs and label each tool accordingly.

For example, suppose a character is searching an abandoned observatory for a missing chart. A prompt might ask what detail catches their attention. An oracle might answer whether another visitor has been there recently. A resolution procedure might decide whether the character finds the chart before a storm damages the room. These are illustrative examples, not claims about any particular game’s rules. They show why a single “roll whenever stuck” instruction can be hard to apply: it does not identify what question the roll answers.

A contemporary solo-journaling toolkit’s overview describes open prompts, quick oracle tables, and a separate rules-light mechanic for uncertain outcomes, with a quick reference to keep the tools accessible. The game’s page offers a concrete example of keeping functions visible. Another published solo oracle system describes using a card-based method to support solo, cooperative, and journaling play, illustrating that tools can be arranged differently to fit a design’s purpose. See Cozy Solo RPG Card Oracle System.

Section 6

Add limits where open play becomes repetitive

A flexible story game can still benefit from limits. A small resource, a scene-ending condition, a defined number of questions, or a rule for escalating complications can give decisions shape. Use a limit only when it addresses a pattern you have noticed. If your sessions expand without reaching a turning point, a clear end-of-scene trigger may help. If a resource never affects a choice, tracking it may be unnecessary.

For each proposed limit, ask what decision it creates. Does spending a token now make a later option less available? Does a clock tell you when a situation becomes urgent? Does a scene ending rule help you move between locations or goals? The purpose is not to add pressure for its own sake. It is to make a rule carry useful information into the next choice.

Game-design writing on interesting decisions emphasizes that players need enough information to compare options and understand their consequences; unclear consequences can make a choice feel arbitrary. That principle can guide a story game’s limits too: explain what a cost means and when it applies. Jon Shafer’s article on decision-making in games discusses the role of information and trade-offs. For a solo narrative game, the application is an inference: make costs legible enough that the player can choose whether to accept them.

Section 7

Put the rules where play needs them

Even a clear rule is hard to use if it is buried in a long paragraph or separated from the moment when it applies. Keep the central loop in a compact reference. Put exceptions nearby, and use the same terms every time. If the game says “complication” in one section and “cost” in another, clarify whether those words mean the same thing or different outcomes.

A useful rule entry often includes four pieces: the trigger, the action the player takes, the possible outcomes, and what to do afterward. A brief worked example can show how the procedure connects from beginning to end. For example: “When the result of an action is uncertain and important to the scene, roll one six-sided die. On 5–6, the character succeeds; on 3–4, they succeed with a complication; on 1–2, they do not achieve the aim and the situation changes. Then describe the new situation and choose the next action.” This is an illustrative prototype only; the numbers and outcomes are not tested recommendations.

Do not make the example look more complete than the rule actually is. If the game has modifiers, explain when they apply. If the player can spend a resource, say whether that happens before or after the roll. If a setback can end a story, clarify how play continues or concludes. Leaving these decisions implicit may be the reason the rules feel unstructured in the first place.

Section 8

Test one change in a short scene

Try the new procedure for a short scene rather than rewriting the entire game at once. Choose a scene that naturally uses the rule, follow the written steps, and note each time you have to invent an instruction. Afterward, ask: Did the rule answer the recurring question? Did I know when to use it? Could I explain why the outcome followed? Did the result give me a clear next move?

If you still pause, identify the remaining gap precisely. Perhaps the trigger is unclear, the outcome categories overlap, or the result does not create a next decision. Revise that part and try another scene. If you never reach the rule, it may solve a problem that rarely occurs. If you repeatedly forget it, shorten the wording or place it closer to the relevant step. This test is a practical method for editing your own rules, not a claim that any single playthrough establishes universal balance.

Stop adding rules when the recurring pause is resolved and the remaining openness is giving you material to imagine. The aim is not to specify every event. It is to give yourself a dependable path through the decisions that otherwise halt play. Start with one trigger, one procedure, and outcomes that make the story’s state visible; expand only when play reveals a concrete need.

Section 9

Sources

Eric Zimmerman, “How I Teach Game Design. (Lesson 2: Broken games and meaningful play)”.
Carnegie Mellon University School of Art, “Meaningful Play / Meaningful Choices”.
Jon Shafer, “The More You Know: Making Decisions Interesting in Games”.
BasuNat, “Solo Journaling RPG Tools”.
tyhulse, “Cozy Solo RPG Card Oracle System”.
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