6 Solo RPG Mistakes That Make Beginners Quit Too Early

6 Solo RPG Mistakes That Make Beginners Quit Too Early

DariaCurated by Daria

The six early mistakes that stop new solo roleplayers, from over-buying rulebooks to asking the oracle everything, and what to do instead.

Buying three rulebooks before the first game, asking the dice everything, writing a novel every session. Most people who drop the hobby hit one of these early walls, and every one of them is easy to avoid.

What usually goes wrong in the first three sessions

Solo roleplaying has no built-in stopping point. A group game ends when everyone goes home; a solo game ends when you decide it has, and that single difference causes most of the early quitting. New players either never start, because they are still reading, or they start and then stall, because nothing tells them what a finished session looks like.

The six failures below are the ones experienced solo players keep describing when they talk about their own false starts. None of them is about imagination or talent. Each has a fix you can apply in your next sitting, and most of the fixes make the hobby cheaper rather than more expensive.

The short version

  • One book is the whole starting kit: a dungeon-crawler core rulebook runs on two six-sided dice, a pencil and grid paper, and the free digital edition of Ironsworn includes everything needed to play.
  • Structure beats freedom at the start: long-time solo players send beginners to a game with a defined loop, a dungeon crawler or a prompt-driven journaling game, rather than to open-ended oracle play.
  • The oracle is a last resort, not an engine: Ironsworn's own rules say not to roll dice unless a move tells you to, and Mythic's say to ask a question only when you genuinely do not know what happens next.
  • One written line is a complete session: solo play moves much faster than table play, so a twenty-minute sitting that ends in a single line counts as having played.
  • Nobody is marking it: overruling a roll or changing a fact you already wrote is normal practice among published solo-game authors, not cheating.

Mistake 1: buying three rulebooks before you have played one

Shelf-building is the most common way this hobby stalls before it starts. Solo-play newsletters describe the pattern without flattery: shelves filling with rulebooks, oracle after oracle collected, always one more purchase standing between you and a first session. The reading never finishes, because there is always another well-reviewed game.

One book is genuinely enough. A dungeon-crawler core rulebook asks for a pencil, two six-sided dice and grid paper, and nothing else, with no miniatures and no second volume. Ironsworn's publisher puts it even more plainly: the free digital edition includes everything you need to play.

The workable rule is to buy the next thing only once the first one is nearly used up, and a core book takes longer to use up than it looks. A random dungeon generator built on six entrance rooms and thirty-six developments does not run dry, and a basic game that carries characters to fifth level has a separate supplement waiting for levels five to nine, which tells you where the first book actually ends.

If you want something new before then, an adventure deck is the honest upgrade: a complete dungeon printed on cards, running on rules you already know. Pocketlands, which makes the official Four Against Darkness card decks together with Ganesha Games, gives one away as a free print-and-play of seventeen tarot-size cards, with the rules revision done by the game's own designer. For the wider picture of how dice tables and oracles stand in for a game master, the plain guide to solo roleplaying for beginners sets out the four ways people play.

Mistake 2: starting with a book that is not a complete game

Not everything sold to solo players is a game you can sit down and play, and the most expensive version of this mistake is buying Ironsworn and Mythic at the same time, expecting two alternatives.

Ironsworn is a complete game: character creation, moves, dice resolution and a setting, in one free book. The Mythic Game Master Emulator is an engine for replacing the game master, built from a Fate Chart, a Fate Check and forty-seven meaning tables. Its publisher says it can be used with any roleplaying system to replace the game master, or played on its own. What it does not hand you is a character sheet, a combat procedure or a world. Bolted onto a game you already love it is excellent. Reached for as a first purchase, it leaves you still needing to supply the game.

Two other shapes that catch beginners

A multi-book line is a commitment dressed up as a starting point. D100 Dungeon, for instance, runs to a core rulebook plus numbered campaign books, a rules expansion, a companion volume and a mapping add-on, so you can be three purchases deep before you know whether you enjoy the activity at all. Its earlier print-and-play rules are free, which is the sensible way in: play the free version first, buy into the line only if it holds you.

A notebook of writing prompts is also not a game system, whatever the cover suggests. The test takes a minute in the preview: does the book tell you how to resolve something uncertain, with dice, a table or a procedure, or does it only ask you questions? Prompts are a pleasure once something else is doing the resolving. On their own they cannot run a session.

Mistake 3: starting with the hardest style of play

Open oracle play, meaning a blank page, a system you like and a yes-or-no oracle, is the style most beginners try first and the hardest one to begin with. It gives you no loop. You choose the scene, the stakes, the pacing and the ending yourself, on your first evening, with no practice at any of it.

Long-time solo players route newcomers somewhere easier. The advice that keeps surfacing is to start with a game that holds your hand, with a step-by-step loop and defined procedures for resolving things, and dungeon crawling is the format they name as fitting that best. One game developer states it as flatly as possible: a properly defined structure is a must. A beginner's pen-and-paper dungeon crawling kit is about as small as a starting point gets, at one rulebook, two dice and graph paper.

The other gentle entrance is a prompt-driven journaling game. These divide play into clear units with quick resolution for each entry, so you always know what finishing one looks like, and players describe that immediate feedback loop as the thing that keeps them invested. A solo journaling RPG starter kit needs little more than a notebook, a pen and dice. Choose the loop that matches how you want to spend an evening rather than the one that sounds most impressive. If prose is not the appeal at all, the hobby has a lane that barely uses it, and solo miniature wargaming runs on figures, a tape measure and a mat instead.

Which starting lane fits the evening you want?

The four common ways in, and how much each one asks of a first-time player.

Starting lane What one session looks like What you need Beginner difficulty
Dungeon crawler Map a room, roll, resolve, repeat Core book, two six-siders, grid paper, pencil Low — the loop ends the session for you
Journaling game Answer a prompt, write a short entry Notebook, pen, dice; some ask for cards Low — each entry resolves on its own
Oracle plus a game you own Free-form scenes driven by yes-or-no questions A rulebook you know well, oracle, dice, journal High — you set scene, stakes and pacing
Solo miniature wargaming Set up figures, play out a skirmish Rules, figures, dice, tape measure, mat Medium — no prose, but more table space

Mistake 4: asking the dice about everything

This stall feels like diligence while it is happening. You want the world to surprise you, so you ask whether the door is locked, whether the guard is friendly, whether it is raining, whether the innkeeper remembers you, and forty minutes later nothing has happened. The dice have answered eleven questions and the scene has not moved.

The games themselves tell you to do less of this. Ironsworn's rules put it in one line: don't roll dice unless a move tells you to. The same text adds that something safe and certain is probably not a move at all, and that if an idea is interesting and pushes the story forward you should simply make it happen. Mythic's guidance runs the same way, holding that most of what happens is what you already expect to happen, and that a Fate Question is for the moments when you genuinely do not know, or when you want to be surprised.

Worth saying plainly: solo players argue about this one, and plenty of them ask far more questions than the stock advice allows and enjoy themselves thoroughly. The count is not the problem. Asking the oracle about things you already have an opinion on is, because each of those rolls hands back to chance a decision you had already made. A practical starting limit is one random name table and one random event table, adding more only once those feel thin. Oracle-led play is a real and rewarding style in its own right, and the oracle-driven solo campaign setup lays out what it needs, just not as the first thing you try.

Mistake 5: writing a novel every session

Nothing in solo roleplaying requires prose. The habit of writing complete scenes in finished sentences comes from actual-play videos and polished published journals, and it is the quickest route to quitting, because it turns a hobby into unpaid homework with a word count.

Experienced players write far less than beginners imagine. One widely shared starting routine is a twenty-minute timer and one written line when it rings, and that is a whole session. A scene list of bullet points doubles as the session summary. Solo play runs much faster than group play anyway, so two hours is usually longer than the story needs, and nothing obliges you to fill it. Several short sittings across a week also work better than one long push: three twenty-five-minute games get further than one Saturday afternoon that never arrives.

If the writing is the part you love, write as much as you like. Some players keep long, careful journals and that is the entire appeal for them. The failure is writing at length because you believe the hobby demands it.

Mistake 6: playing it as a performance

Somewhere around the third or fourth session, new players often start performing for an audience that does not exist. The journal acquires a narrator's voice. A bad roll gets honoured even though it wrecked a story you were enjoying. A rule gets looked up mid-scene, because getting it wrong would be cheating.

Published solo-game authors are refreshingly relaxed about all of this. One describes his own play as a guided daydream explored with any amount of storytelling freedom, and says outright that cheating is fine and changing small facts that already happened is fine, because the goal is a good story and a good time rather than doing things the correct roleplaying way. Nobody reads your journal unless you hand it to them.

The practical version: if a result kills a thread you wanted, overrule it. If a rule interrupts the part you came for, make a note and look it up afterwards. The time between sessions counts as well, since a thirty-minute sitting can spawn a week of wondering what happens next, and that wondering is part of the hobby rather than a gap in it.

What is actually worth owning early

Four things cover the physical side of almost any solo game, and none of them is specific to one system. Nothing here replaces reading the book you already bought.

7 Sets Polyhedral Dice - 49 Pcs (7 X 7) DND Dice + 7 Drawstring Bags

A pack of several complete polyhedral sets, each holding the standard seven dice from four to twenty sides. Solo games frequently ask for two of the same die at once, such as two six-siders for a dungeon generator or two ten-siders for an oracle roll, so duplicates in matching colours save constant sorting. Look for sharp, legible numbers and clear colour groups rather than novelty finishes.

See it on Amazon

Dotted Journal Notebook, Dark Green, 160 Pages, Medium, Hardcover

A hardcover notebook with a faint dot grid in place of ruled lines, which suits written entries and drawn maps equally. The dots give enough guidance to keep corridors straight without printing a visible grid across your notes. Thicker paper and a binding that lies flat matter more than page count, since a journal that snaps shut mid-scene gets abandoned.

See it on Amazon

Bamboo Dice Tower Foldable Wooden Die Roller Castle Rolling Case

A small tower that drops dice through internal baffles into an attached tray, so rolls land in one place instead of scattering across the table. The folding wooden kind packs flat and stores alongside the rest of a game kit. A tower is the common alternative to a plain dice tray, and it also stops dice landing on a map you have just drawn.

See it on Amazon

D90E Inkless Portable Thermal Printer with Case, 8.5 x 11 inch

A portable printer that uses heat-sensitive paper rather than ink or toner, at full letter or A4 width instead of a narrow receipt strip. It handles character sheets, map grids, oracle tables and the specific PDF pages you actually use, over a wireless connection from a phone or laptop. Thermal prints fade in strong light over time, so treat them as working copies rather than archive pages.

See it on Amazon

Questions new solo players actually ask

Do I need a separate oracle if my game already has solo rules?

No. If the rulebook you own already includes solo or GM-less procedures, those are your oracle, and stacking a second system on top mostly slows play down. A standalone oracle earns its place when you want to run a game that has no solo mode of its own. Play the built-in rules for a few sessions before adding anything.

How long should a solo session be?

As long as you want, and much shorter than a group session. Twenty minutes counts as a complete sitting if you write a line at the end of it, and experienced players point out that solo play moves far faster than table play, so two hours is usually more than the story needs. Several short sittings across a week get further than one long block you keep postponing.

Is it cheating to change a dice result or a fact I already wrote?

No, and published solo-game authors say so plainly: overruling a result or quietly adjusting something that already happened is normal practice. There is no referee and no audience, so the only real test is whether the story still interests you. Keep the rolls that create problems you want to solve, and drop the ones that flatten a thread you were enjoying.

What should I buy after my first rulebook?

Something that extends the game you already know, rather than a second system. An adventure or a dungeon deck gives you new content on rules you have already learned, so there is nothing new to read before you can play. Buy a different game only once you can say clearly what the first one does badly.

Is a notebook of writing prompts a solo roleplaying game?

Not on its own. A game gives you a way to resolve something uncertain, through dice, a table or a defined procedure, while a prompt notebook only asks you questions. Prompts become useful once a system is doing the resolving. Check the preview for a resolution mechanic before buying anything described as a solo journal.

Disclosure: This section may contain affiliate links to Amazon. We may earn a small commission from qualifying purchases at no extra cost to you.