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How to Use a Game’s Built-In Solo Rules Before Adding More Generators

If your role-playing game already includes solo rules, start by using those rules to resolve the next uncertain moment before adding a separate oracle or generator. First identify what the game’s procedure already answers, follow it through one short scene, and note the specific question it leaves open. Add an outside tool only for that gap. This keeps your character mechanics, story prompts, and record keeping working together instead of creating extra rolls that compete for attention.

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

What do built-in solo rules already cover?

A game’s solo procedure may do more than answer yes-or-no questions. It can provide a starting situation, scene structure, action resolution, progress tracking, and prompts for places or characters. For example, Ironsworn is designed for solo, co-op, and guided play; its official materials describe quest-driven mechanics, story hooks, and prompts intended to push adventures forward. Its rule set also includes moves, progress tracks, and oracle tables. Ironsworn by Shawn Tomkin

Make a quick inventory before play. Mark each task as covered, partly covered, or uncovered:

This is an inventory for your session, not a judgment of the game. A game can have excellent action rules yet leave some questions to your imagination. Knowing which part is missing helps you add only what you need.

Starting play: Does the game give you a launch exercise, premise, or first objective?
Resolving character actions: Does it say what to roll when an action is risky or uncertain?
Handling outcomes: Do results include consequences, complications, or opportunities?
Answering setting questions: Are there tables or procedures for unknown people, places, events, or details?
Maintaining direction: Does the game track a quest, scene, threat, or other ongoing goal?
Section 2

How do you tell which procedure to use?

Classify the uncertainty before rolling. If the question is “Can my character cross the broken bridge before the pursuers arrive?”, it concerns an action with stakes. Use the game’s action rule if one applies. If the question is “Is the old watchtower occupied?”, it concerns information outside the character’s control. Use a built-in oracle or discovery procedure if the game provides one. If the question is “What does the village elder want?”, it may call for a character prompt—or a clear choice you make yourself.

A useful sequence is:

This distinction matters because an action roll and an oracle answer do different jobs. In Ironsworn: Starforged, a move triggered by a risky or uncertain action uses an action die and two challenge dice, and the move explains how to interpret the result. The game also offers oracle tables to inspire details such as complications, opportunities, locations, and people. Ironsworn: Starforged

State the immediate situation. Describe what the character knows and what they are trying to do.
Check whether a rule applies. Look up the move, test, scene procedure, or table named by the game.
Resolve the procedure and interpret its result. Let the game’s stated outcome shape what changes in the fiction.
Ask whether anything important remains unknown. Keep the question narrow enough that an answer can affect the next choice.
Use a supplement only if the game has no suitable procedure. Write down the gap so you can tell whether the tool is solving a real need.
Section 3

Can you try the built-in procedure before adding a generator?

Run one short scene with only the game’s own materials. Choose a small objective, such as delivering a sealed letter to a remote observatory. When the courier reaches a locked gate, resolve the attempt using the game’s applicable action rule. Then let the result change the situation: perhaps the courier gets through but leaves a trace, or fails to open the gate and notices a side entrance.

Now ask what remains undecided. If the game has a table for discoveries or locations, consult it for the observatory’s surroundings. If no rule addresses who is waiting inside, decide based on the established fiction or record that as a genuine open question. Do not roll simply because you have a table available. A prompt is useful when it resolves a meaningful uncertainty or sparks a detail that gives the character a choice.

This test gives you evidence about the game’s own coverage. If you can move from the objective to a consequential choice using its procedures, you may not need another tool for that kind of scene. If play repeatedly stalls at a particular question—such as who appears, what a location contains, or whether an expected event occurs—that is a specific place to consider adding support.

Section 4

What should you do when a rule gives a prompt rather than an answer?

Treat a prompt as raw material for interpretation. A result like “signal” does not necessarily mean a radio transmission; depending on the setting and current scene, it could be a lantern flash, a coded mark, or a pattern of bells. Choose the interpretation that fits established facts and creates a playable next step. The official Ironsworn rules list oracle tables as narrative inspiration, while Starforged describes its oracles as tools for inspiring details. A prompt therefore helps you imagine what happens; it does not automatically dictate a single canonical event. Ironsworn official rulebook

Keep interpretation bounded by three checks:

For the observatory example, suppose a location prompt suggests “signal.” If the setting already includes beacon towers, a light from the roof may fit. If the observatory is known to be abandoned, the signal could instead come from a device still running in its courtyard. These are fictional interpretations, not additional facts supplied by the rules.

Continuity: Does the result fit what the story has already established?
Relevance: Does it affect the current goal, choice, or situation?
Playability: Does it suggest something your character can respond to?
Section 5

When is a separate oracle or generator worth adding?

Add one when you can name a recurring task your game does not handle and a proposed tool directly serves it. A yes-or-no oracle can help answer questions when you do not know whether an event occurs. A meaning table can help create a detail when you have no useful idea. A scene procedure can help structure what comes next. These are different needs, so choose a tool for the job rather than stacking several tools on every question.

Mythic Game Master Emulator, for instance, is designed as a supplement that can work with other role-playing systems. Its publisher describes a yes-or-no question mechanic, random events, meaning tables, lists, scene structure, and a Chaos Factor. That breadth may suit a player who wants a general game-master emulation framework. It may be more procedure than you need if your game already supplies the structure and prompts you want. Mythic Game Master Emulator Second Edition

Use this decision test before adopting an outside tool:

Name the gap: “I need help deciding whether a new visitor arrives,” not simply “I want more randomness.”
Check existing coverage: Search the rules, reference sheets, and relevant tables once.
Pick one matching procedure: Use a yes-or-no oracle for an uncertain proposition or a meaning prompt for inspiration, for example.
Keep the answer’s authority clear: The game resolves character actions; the added tool addresses the stated open question.
Review after the scene: If the extra procedure caused duplicate rolls or did not change your decision, set it aside for that task.
Section 6

How can you avoid redundant rolls and muddy results?

Give each roll one job. Do not ask an oracle whether the character succeeds at an action when the game already has a move for that action. Do not roll a separate event table to repeat a complication the move has already established. If one procedure leaves a distinct question open, ask that question after resolving the first result.

For example, suppose a character tries to persuade a ferry keeper to make an unscheduled crossing. The game’s social move determines whether the request succeeds and what the cost or complication is. If the result leaves it unclear whether another passenger is already waiting at the dock, that is a separate fictional question. Use a built-in discovery table if it covers the situation; otherwise, an outside oracle may help. The second roll should not replace or re-interpret the outcome of the persuasion move.

A simple session note can help: record the question, procedure, result, and the resulting change in one line. After a few scenes, look for questions you repeatedly answered by improvising and questions already handled by the game. That small record makes it easier to choose whether an extra tool adds useful coverage or merely adds another step.

Section 7

What are the limits of built-in solo rules?

Built-in procedures only answer the kinds of questions they were written to address. A move may settle a dangerous action without explaining the full history of a settlement. A table may provide a prompt without resolving how it connects to your character’s goal. A solo mode can give structure while still leaving choices and interpretation to you. Ironsworn’s published materials, for example, combine moves, setting material, prompts, and oracles; they do not turn every narrative decision into a predetermined answer. Ironsworn by Shawn Tomkin

When the procedure does not fit, pause rather than forcing a result. You can decide a low-stakes detail yourself, make a reasonable ruling consistent with the fiction, or consult a separate tool if the unknown has meaningful consequences. State which approach you are using so that a personal choice does not get mistaken for a rule result. The aim is to keep the story moving while preserving the game’s stated procedures and your ability to interpret their outcomes.

Section 8

A practical first-session checklist

Before the next solo session, locate the game’s solo instructions, action-resolution rules, and any tables or prompts it provides. Pick a modest objective and play one scene using those procedures. When you hesitate, name what is uncertain and check whether the rules address that exact kind of question. Record any unresolved gap, then decide whether it matters enough to use a supplemental oracle or generator.

After the scene, keep the tools that made decisions clearer and easier to continue. Leave the rest out until a specific need appears. This gives you a reliable starting method: understand the game’s own solo loop, use it for the work it covers, and add another generator only when you can point to the unanswered question it will help resolve.

Section 9

Sources

Ironsworn by Shawn Tomkin
Ironsworn: Starforged
Ironsworn — Official Rulebook
Mythic Game Master Emulator Second Edition
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