Dungeons & Dragons (DnD) is a table-top roleplaying game (TTRPG) that normally requires at least two players: a Dungeon Master (DM) who acts as a narrator, storyteller, and rules referee, and at least one player who determines the actions of the main character(s) in the adventure.
Recently, I’ve taken an interest in “solo adventuring” rules. These are rules allowing a single player to play DnD, or any other TTRPG, without a DM. I find these types of rules interesting because they force automation of much of the storytelling process. With a good solo adventuring system, you can randomly build a world and randomly generate problems for main characters to face. A world with characters facing problems makes a story.
Writers can use a solo adventuring system to explore ideas for stories. TTRPG players can use a solo adventuring system to run games without a DM. DMs can use such a system to playtest adventures they’ve written without players. Solo adventuring systems can also be used to derive new non-TTRPG board games or card games, because they provide a framework for game rules that do not require a DM.
Much work has already been done in the genre, such as in Mythic Game Master Emulator Second Edition, by Tana Pigeon of Word Mill Games.
The Quiet Table YouTube channel has many examples of solo adventuring in practice.
Paul Bimler has written extensive guidelines for running DnD 5th edition (5e) games solo, such as The Solo Adventurer’s Toolbox and The Solo Adventurer’s Toolbox Part Two: The Toolbox Expanded.
While these resources are sufficient in many regards, they can also be improved upon, particularly when adapting solo adventuring guidelines for special uses, such as writing stories or designing board games.
I’ve written a short overview of how solo adventuring works on my blog.

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