Metlivi Blog

How to Add Clever Foe Challenges to a Solo Journaling RPG

To make a foe feel clever in a solo journaling RPG, give it a clear goal, let it take one purposeful action between your character’s decisions, and record a clue that helps you understand its plan. Then let that clue create a choice: follow, counter, bargain, or accept a cost. You can do this with a few notes and your existing oracle or prompts; you do not need to build a second game system.

October 09, 20269 min readReading, Arts & CultureBy Metlivi Editorial Team
Section 1

What makes a foe feel clever in solo play?

A clever foe does not need to predict every move your character makes. It needs a goal and a way of pursuing it that changes the situation. A rival who wants the brass key might lock the archive door, leave a decoy key where it can be found, or bargain for the map your character carries. Each action makes sense in light of the foe’s goal, and each gives the player something to notice and respond to.

That distinction matters in solo play because you supply both sides of the fiction. If you make the foe omniscient, it can seem to answer any plan automatically. If it only repeats attacks or waits passively, it may not seem like a thinking character. Use limited knowledge: decide what the foe has seen, heard, or learned, and let its next move follow from that. This keeps the challenge legible and gives your journal a trail of cause and effect.

Ironsworn’s guidance offers a useful model: portray non-player characters primarily through the fiction, consider their personality and motivations, and use an oracle when you are unsure what they do. Its foe advice also encourages actions beyond dealing harm, such as using terrain, creating complications, or revealing information. Ironsworn: Foes and Encounters

Section 2

Start with a goal, a method, and a limit

Before the next scene, write three short notes about the foe:

The limit is as important as the method. It marks where your character can gain an advantage and prevents the foe from acquiring unexplained knowledge whenever the plot needs a twist. Make the limit part of the fiction, and let the character discover or test it through play.

For example, imagine a brass fox that wants the blue compass from a traveling mapmaker. It is quick at slipping through gaps and can mimic a short whistle, but it cannot climb a rope ladder. It has watched the mapmaker open the satchel, but has not seen where the compass was put. This setup gives the fox sensible options without deciding the scene’s outcome in advance.

Goal: What does it want right now? Keep this concrete enough to act on, such as “reach the bell tower before sunset” or “recover the blue compass.”
Method: What approach does it favor? It might use distractions, patient observation, tools, speed, or help from a small flock of clockwork birds.
Limit: What can’t it do or know? Perhaps it cannot cross running water, has only one working key, or has not discovered the hidden path.
Section 3

Give the foe a simple action loop

Use a brief loop whenever the foe has a chance to act. First, state what it wants in the current moment. Second, check what it knows. Third, choose an action that advances its goal, protects an advantage, or responds to the character’s last move. Fourth, resolve any uncertainty with the game’s normal rules or oracle. Finally, note what changed and what your character could observe.

You can roll on an existing oracle when you genuinely do not know what happens. Mythic Game Master Emulator, for instance, describes a solo process built around yes-or-no questions, random events, meaning tables, lists of characters and goals, and scene structure. These are examples of tools for generating and organizing possibilities; you can use the same general idea with your own game’s tables or prompts without adopting Mythic’s full rules. Mythic Game Master Emulator Second Edition

Keep the loop small. One action per meaningful opportunity is usually enough to make the foe active. If you roll repeatedly until you get an exciting result, you are no longer using uncertainty to discover the story; you are searching for a preferred twist. Instead, interpret the first result in context, or choose directly when the fiction already makes the foe’s best move clear.

Section 4

Make the plan visible through clues

A challenge feels fairer when the character can spot evidence of the foe’s approach before the plan fully succeeds. Leave clues that fit the method: a thread caught on a latch, tiny brass footprints, a copied whistle echoing from the wrong corridor, or a map with one destination circled. The clue does not have to explain everything. It should give the player enough to form a useful question or take an action.

Record clues in the journal as observations, not answers. “The bell rings once when nobody is in the tower” is an observation. “The fox is using the bell to draw me away from the satchel” is an interpretation your character may test. Keeping those separate helps you avoid accidentally treating an uncertain guess as established fact.

When the character investigates, ask a focused question: “Can I tell where the fox went?” or “Did it move the compass?” Use the game’s resolution method if the answer is uncertain and consequential. Mythic’s yes-or-no question approach is one documented way to resolve such uncertainty; its meaning tables and random events can add detail when an answer alone does not give you enough to write the next beat. Mythic Game Master Emulator Second Edition

Section 5

Turn cleverness into choices and consequences

A foe’s action should change what the character can do, not erase the character’s agency. If the fox steals the compass, let the character pursue it, search for a trail, set a decoy, or seek help from the tower keeper. If the fox blocks a doorway, the character might use the window, distract it, or spend time finding another route. Each option can carry a different cost or opportunity.

Use your game’s established mechanics for consequences. In Ironsworn, for example, combat actions and outcomes interact with initiative, progress, and costs; its rules also describe enemies gaining advantage through actions such as using cover or provoking a reckless response. That illustrates how a foe’s tactic can pose a problem for the player to answer, rather than simply adding an arbitrary penalty. When borrowing the principle for another game, translate it into that game’s own resolution language instead of importing Ironsworn’s numbers. Ironsworn: Combat

A practical limit: do not give every foe a master plan. A creature may act from a simple drive, while a rival may deliberately set a trap. Use as much planning as the character and story can reveal. If the action would create a major turn, leave a clue or establish a reason for the foe’s knowledge. If it would only add color, a short journal detail may be all that is needed.

Section 6

Worked example: the brass fox and the blue compass

The mapmaker leaves the compass in a satchel beside a lantern. The fox wants the compass but has not seen which pocket holds it. Its method is to distract and dart; its limit is the rope ladder. You write these details down before resolving the scene.

The character hears a familiar whistle from the upper walkway. Instead of deciding that the fox has already stolen the compass, ask what the sound is meant to do. If the answer is uncertain, consult your usual oracle. Suppose the result suggests a distraction. The fox has mimicked the mapmaker’s signal to draw the character away from the satchel. The journal records the sound and the character’s suspicion, but does not yet confirm whether the compass is safe.

The character can ignore the whistle and check the satchel, follow the sound, or create a counter-distraction. If they check the satchel, use the game’s rules to resolve whether they notice the fox’s paw near the flap. If they follow, the fox may get a chance to act on the satchel—but it still has to reach it and identify the right pocket. The established limit means it cannot escape up the rope ladder if the character corners it there.

The scene now has a small tactical puzzle: the fox has a goal and a trick, the character has evidence, and both sides face constraints. Whatever happens, update the notes. If the fox gets the compass, record how. If the character catches it, record what the fox was trying to accomplish and whether the compass was the whole goal. That record makes the next encounter easier to play consistently.

Section 7

Keep the journal useful between scenes

After each encounter, write three quick lines: what the foe tried, what the character learned, and what changed. These notes prevent the foe from forgetting its own plan and give later scenes a cause to build on. If the foe’s motive changes, record why; perhaps the compass turns out to point toward a place it needs to reach, or the character offers a trade it prefers.

Let the foe adapt only to information it could have learned. If the character uses a decoy, the fox might become more cautious after it discovers the trick. If the character escapes unseen, the fox should not automatically know the route taken. This simple knowledge check keeps surprises connected to the story rather than to the player’s private understanding of the fiction.

You can also keep a short “foe note” separate from the in-character journal, especially when the character should not yet know the whole plan. Mark what is established, what is only suspected, and what remains undecided. Use an oracle or prompt only for the undecided parts that matter. That separation preserves mystery without forcing you to pretend you have forgotten facts you already created.

Section 8

A compact checklist for the next scene

Before writing the next scene, ask:

If you can answer those questions, the foe can feel clever without needing a complicated behavior chart. Use your existing game rules to resolve uncertain outcomes, let the foe’s motives shape its actions, and leave enough evidence for the character to make meaningful choices. The journal then becomes a record of plans meeting resistance, one scene at a time.

What does the foe want in this moment?
What does it know, and how did it learn that?
What action fits its method and current opportunity?
What limit or obstacle still applies to it?
What clue can the character notice?
What choices and costs can follow from the action?
Section 9

Sources

Foes and Encounters — Ironsworn
Combat — Ironsworn
Mythic Game Master Emulator Second Edition
Related reading

Keep exploring this topic