Monday, December 29, 2025

Wizard Dad's Works: The Improbable Task or A (Semi-)Comprehensive Catalog of Solo RPG Styles

The Improbable Task

An Introduction and Invitation

While I am a bad one for starting a task on my blog and never quite seeing it to the end, I do put my all into everything I post here. Most of what I post are things or ideas that have actually been very useful for me and it is my dearest hope that they will be of use to some of my fellow solo gamers. 

This project will be no different, saving in this it will not just be Wizard Dad's bright idea of the moment, but (hopefully) a catalog of games and styles in which everyone who follows it will get use some out of whether you are in line with my view or not. 

The goal is to offer as many solo play styles, starting with those most popular, moving into obscurity, and jumping on major variations. Where and when I cannot do justice to the concept, I will provide links to products, blog posts, videos, etc. that will demonstrate the concept with more clarity, joy, and keenness than my humble skills can provide; because at the end of the day there is no wrong way to have fun while solo gaming. 

(First Edit: This project is focused on GM-less one player solo gaming. I know there are many definitions of a solo game, so I think dropping that caveat at the beginning will prevent confusion later on. Ok, back to the show)

I would love for this to be a joint effort between me and the solo gaming community, so whether here in the comments, or on any shared social media in which you know where find me, please feel more than free, but  enthusiastically invited, to tell me of a style or style variation that has yet to be covered, or that you feel was covered incompletely. On the later note(because I have no interest in coving the same concept perpetually in infinite minor variations), if you can demonstrate to me that some subsection of a game has a merit I failed to capture I will either go back and edit (with credit to my source), or write a linked article about the style or variation. 

(Second edit: I am not looking just for the ideas of professional game designers, but also novel approaches by actual gamers. I will be adding a few my own and have no problem adding yours as long as they fit the criteria of offering another method of solo gaming that either hasn't been covered or isn't on the "soon to be covered" list.)

I call this the improbable task because, to be honest, it is well beyond my scope of time or skill to do completely, but I am willing to start at the bottom of the mountain and see how high I can climb. With that said, if you have a blog or a vlog or just feel like leaving a lengthy comment, you can join in the improbably task and collectively we can accomplish more.

Well, I do believe that introduces the project to the best of my ability. Topic 1 will be linked below as soon as it is written, and it will be about the Oracle and Prompts style of soloing (which I am sure will be of no shock to anyone that reads this blog) and then when that ground is covered fairly well I will move on to Journal style solo games. From there I will be striking out into new territory, and I will need assistance to make the map. 

If you have read this far, thank you for your time.

W.D.

 (If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Thursday, December 18, 2025

Mythic Mashup (sort of): The A6 Pocket Project (impatient rough draft 1)

The A6 Pocket Project

Introduction and Goals

Today I am taking a leap out to new territory. I am going to take features of two games I love, strip them down to the barest frame work, weld them together, and see if it floats.

My tools today are the MRPG, the Mythic GME App (or other oracle or prompt generator), the Fudge 10th Anniversary Edition, three 6-sided dice (or 4 Fudge dice), and an A6 size (roughly 4x6 inch) pocket notebook.

The goal is to come out of the other side of these articles with a mini game to play pretty much anywhere, that is nearly self contained, but doesn't short the player on a rich game experience. While at the same time doesn't self expand outside of the context of one notebook.

Lets Build a Character

Where am I? And while we are at it Who am I, and What am I doing here?

The first step for building a character is to decide the genre, subgenre, or setting your character is in. This is purely a matter mood and there are no wrong answers. The landscape can be as wide as "Fantasy Dream Land" or as focused as "221 Baker Street London".

The next question is narrow the window of genre with a character Archetype. As this is a solo game the sky is the limit. (Actually it isn't, there is no limit, but that is a horrible battle cry). An archetype, for the sake of this project, is a type of person that serves a singular function through a set of talents and abilities in the context of the setting.

An Archetype isn't a finished character by any means, but is focuses us into a smaller role within a wider world. 

Lastly (as this is a mini game not a campaign that isn't meant to last a lifetime), considering the Setting and the character Archetype, what is it they want with their lives at the time you step into their shoes.

Example: I am in a Fairy Tale World of Chivalric Courts and Fey Creatures, and within this fairy tale world I am a Questing Knight seeking Honor and Glory


These three considerations are at the heart of the game, and we will come back to them in the game play write up, but now lest talk about....


...Attributes (Current score +1 times 12 BP to improve)

Lets get the most painful part out of the way immediately. This game only has two attributes. Feel free to add more to your own personal version, but for the purposes of this experiment we are only going to have two: Body and Spirit.

Body

Body represents a total body system. It represents health, strength, speed, and reflexes. Your ability to handle intense action over a long period, and how messy it is when you smack someone with a club.

Spirt

Spirt is everything that isn't body. It is how smart you, your general eloquence, your willpower, concentration and intuition, and any other non physical aspect.

(Why only two extremely broad Attributes? Doesn't that mean a character can do any and everything. Well no and yes. Considering the character Archetype for a moment. Your character can do all the things expected of there archetype. Just honestly ask yourself, can a person for whom my archetype personifies attempt the action I want to do. If the answer is yes, you can do it. If answer is no, your probably can't.)

You have a total of +4 points (starting) to spend on Body and Spirit. These bonuses will be rolled against challenges using either a set of 4 Fudge dice, or by rolling 3d6 and comparing it to the chat below.

[3 to 4= -4; 5= -3; 6 to 7= -2; 8 to 9= -1; 10 to 11= 0; 12 to 13= +1; 14 to 15= +2; 16= +3; 17-18= +4]

So, roll result + attribute bonus = success rate. We will swing back around taking actions soon, but first....

Tags

Tags are words or phrases that describe the character. Some are very broad such as "Noble Born 10th Century Knight". Some are very narrow like "Dark hair and light eyes". Tags are slotted into one of eight categories. 

Archetypes (cost 24 build points after Character Creation)

An Archetype is a wide positive descriptor that implies a broad variety of skills, knowledge and abilities. Every character has one free Archetype that wraps up his general age, socio-economic condition and perhaps there profession as well. If this is a game where the PC is going to have a wide range of extraordinary abilities that require training they will have an archetype for that as well generally replacing profession in the first Archetype.

Dooms (grant 24 build point)

This is some unavoidable, possibly fatal, and wide ranging disability, circumstance, prophecy (or the like) that renders the characters life a possible misery. Though not present in every scene, a Doom should have a major effect on the life of the solo PC.

Powers (one granted at Character Creation in line with Archetype, cost 12 build points after Character Creation)

Powers extend a characters capabilities outside of the human norm or give them capabilities that though they exist amid humanity are rare and strange. 

Curses (Grant 12 build  points)

Curses are anti powers. They are weaknesses that will come up with some regularity that act in a prohibitive fashion, possibly even temporarily crippling a character.

Gifts (one granted at Character Creation; may or may not be in line with Archetype; cost 6 build points after character creation)

Gifts are specialized skills or abilities that any one could have but few people do have. They primarily grant permissions to do extraordinaire, yet possible, things.

Faults (Grant 6 build  points)

Faults are in there way the opposite of Gifts. The are prohibitive. They shouldn't come up all the time but when they do they block the opportunity to take the tasks they describe or at least make them much harder to perform.

Descriptors (0-3 build points. Two 3 point options for free in character creation)

Descriptors describe a character in either a neutral or positive fashion. If they describe something positive but somewhat trivial like ambidexterity they would coast between 1-3 points. If they are something like chocolate brown eyes, though it sounds good it doesn't really give any advantage and it is free (0 points)

Quirks (Grant 1-3 build points)

Quirks are oddball personality traits that may not jive with other people; a tendency to have a limp; or premature baldness. Generally they make things a bit harder, but after people get used to them they are no big deal.

(What the heck are build points? Build points are just what they sound like. They are points spent to build up a character, usually by purchasing more Tags, occasionally by raising an Attribute. I grant one Build Point for every two pages filled in your A6, for excepting massively inconvenient, but good, roleplaying prompts,  and by picking up the more negative Tags. This will all be covered later in Advancement).

(this is a mythic mashup because it takes a powerful tool from the Mythic RPG, invisible traits, which primarily what character Archetypes are all about. A thank you to Tana Pigeon for helping me understand that characters are more than just stats on a page.)

 (If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Thursday, December 11, 2025

Wizard Dad Blog Update: Crunch time and a new project.

As long time readers will know as I am cruising towards being 50yo I am also a return student getting a number of tech certifications through the amazing good fortune of series of return student grants. (I was slashed in a massive tech company lay off, and a benevolent organization tossed me the meatiest bone in the world).

That work has ebbs and tides in how much of my time it takes up, and right now the tide is in, as I am in crunch time before my next certification exam (probably in early Jan).

All of that is to say I have been busy, and the blog has had to take second fiddle. Which bums me out because I love swapping ideas with you folks. I am also lacking time to play much. The closest I have been getting to gaming is setting and rules refinement for a couple on going campaigns (for which I do give myself a humble amount of Character Improvement Points/Experience Points).

A couple nights back I was making yet another Character that will probably never see the eldritch glow of play, when I had a thunderbolt of challenge occur to me.

After38 years of playing, hacking, and transposing games, what is the absolutely simplest game I can design and enjoy playing if only for the occasional one shot. 

Under the working title of Su-Si (super simple), and the excellent DYI game Fudge, I have constructed a game that takes about 10 minutes to make a character and is strongly in favor of quick resolution. The rules are small enough to fit into less than 10 pages of a pocket notebook, and many resolution function are auto success and failure (cutting down on roll time). It owes a lot spiritually if not literally to Mythic as well because much of your character is built by the context of the Genre; Subgenre; and setting. 

This is easy enough to play on the go with a few simple tools in pocket. I will  post it here after a week or so of play testing. 

The goal is a game you can carry with you every where and play in the nooks crannies of every day life (say such as when you absolutely have to stop studying before the facts just dribble out of your ears and you learn nothing).

Lots of Mythic content may be forthcoming in during the Christmas break when I am going to take a few days off. 

Articles that are currently irons in the fire include  2 expansions to the mega dungeon article (one for adding forks twists and secret rooms, the other a demo of the game being played), an article on gathering information and testing its reliability in play, and the Su-Si Fudge build, that is sliding fast towards being a playable game on its own.

I hope all of you are enjoying your Holiday Season, and I look forward to getting back to a normal blogging rate soon.

Thank you

Thursday, November 27, 2025

Mythic Mash-ups 1: Megadungeons and Other Places you Probably Shouldn't Visit

Back by popular demand (no one demanded this), here is the internationally acclaimed Wizard Dad (I am only known for one article) here to refresh one of the most classic forms of Role Playing, the Mega Dungeon Delve.

You will need a few things to get this underway. Naturally you will need the Mythic GM Emulator (which is why this is a Mythic Mash-ups article). You also will needs some version of  The Adventure Crafter, or better yet access to the Mythic Magazine article, "Random Dungeon Crawl Generation”, MM Vol. 3, pg. 12 (also found in  MM Compilation 1). You will also want to get your mitts on “Handling Long Journeys In Solo Play”, MM Vol. 25, pg. 10 (also found in MM Compilation 5). 

With these tools, and a wee bit of prep, you will be able to have fun, startling, dangerous dungeons, with virtually no foreknowledge of what you are getting into. 

(I highly suggest you skim both articles now. I will wait.)

Ok, now let’s get onto a quick explanation of how this works. What you are developing is a large area, that is made up of smaller areas. I am using dungeons as the example but it could be the exploration of a jungle rumored to have a lost city, the ruins of an ancient lost city (perhaps in a jungle), a section of the local underworld (maybe found in a lost city, that maybe in a jungle), or even a massive abandoned space construct, (that you were teleported to from a random event, while exploring a mysterious portion of the local underworld). The possibilities are literally endless. 

The vastness of the "dungeon" is reflected by two types of areas. Nodes (generated by Location Crafter rules) where interesting things happen, and Spaces (controlled by the Long Journey rules), which are theoretically unoccupied zones between Nodes (where interesting things may happen).

The first step to your mega dungeon crawl experience, and honestly the only really "homework" portion of this technique, is to use the procedure laid out in the article to generate a list of locations, encounters, and objects, until you hit the Complete result. Do this for all the Nodes you want to explore for the next session. You may be tempted to use the "Large Locations" column, but I suggest you use small dungeons, because these will be your nodes and a mega dungeon is a series of linked nodes, each with their own unique qualities. 

Here is where we are going to start to break away from the article as written. Instead of making lists of completed rooms, you will instead make 3 separate lists of Locations, Encounters, and Objects. When you enter (or spy out before entering) a new chamber roll on each chart for the composition of that chamber. If you should roll Complete, just skip over that back to the top of the list. Complete represents the end of the dungeon and you don't want to run into that before you have had a chance to loot explore the spaces.

Should the room be a Known elements (Location, Object, or Encounter) it should be unique and match up to your expectations of the dungeon. For example, if you are exploring a derelict wizard tower, you will have "Known" rooms like a laboratory, a study/library, and perhaps personal quarters of the former master of the tower, but if you are exploring an ancient temple complex, there will be a main worship space, housing for acolytes, perhaps a simple guard tower, and the private dwellings of more important priests. You can feel free to make a list of Known elements for the dungeon prior to exploring, or you can just jot down 3-4 such places on the spot as a mini table and roll on it to see what Known element you have encountered.

Know elements aren't restricted to structures. You can have unique monsters or NPCs, and special objects that may be the very treasures you are hoping to find (Oh look a Holy Avenger, I have been needing one of those).

This actually leads us to the other pre play step, and that is Context. Whether you stumble on a dungeon in the course of some other exploration, or you intend to go delving, you will need to know what kind of dungeon it is, and if you had a chance to do some research, what you are getting into. If your campaign hasn't provided the necessary context to answer these questions, then use the tables in MM Vol. 3, pg. 16 and 17.

Random and Special elements (Locations, Objects, and Encounters) are the curve balls of the Dungeon. You will have a number of such rooms, so go ahead and roll for your word pairs for these dungeon features on the appropriate charts, but don't pin down what those mean until such time as you encounter them. Again, the context as a whole will put the spin on the word pair at the time you stumble into it (or spy it out because sneaky adventurers are ones who are still breathing at the end of the day).

After you have these lists, number the components separately, and use either a random number generator (Chromes has if you ask nicely) or just grab the die that has the closest total to the number of elements you have. Don't worry if it isn't a tight fit, because as you explore the dungeon and discover rooms you will mark them off of your lists, and before long the die will fit the dungeon. 

After you have located a Location, encountered its Encounters, and objectified its Objects, mark those elements off your list. Should you re-roll that slot just skip down to the next element on the list. There is one exception, as we have already mentioned. Should you roll Completed in the Locations list, just skip back to the top of the list and have the Location in that position. Completed should be the last element you explore.

When you hit a Complete result you have come to the end of that Node, and will be moving into Spaces, where we will jump to the second article, "Handling Long Journeys...". 

"Handling Long Journeys in Solo Play" comes into play when you are traversing (theoretically)  empty stretches of dungeon between nodes. The basic procedure in the article is to pick a number of expected empty Segments, (or roll randomly if you like) called Spaces for the sake of the Megadungeon exploration. These can cosmetically be whatever fits into the context of your dungeon. It may be just a few cobweb filled rooms on the way to the next node, a long segments of the Underworld which could take days to progress, or even segments of astral void you need to float through before you come to the next Node. As with most things Mythic context is king

For each Space decide what the chances of a Random Event are and simply ask the Mythic GME whether you have a Random Event whilst traversing the Space. If the answer is "No", just tick off the food and lighting you consumed and head to the next Space. If you the answer is "Yes" generate a Random Event as per usual with Mythic using the current context so that it makes sense within the Mega Dungeon (I suggest a custom list of NPC and Threads that fit the context of being cut off from the outside world, unless your game is very gonzo). An Extreme Yes, means roll for two random events happening in the same scene, and an Extreme No indicates that none of the Spaces have Random Events.

Once you have traversed all of the determined Spaces you come to the next Node. At that Node you roll on your list of Locations, Encounters, and Object, for that Node, apply the appropriate context, and keep playing. (I suggest for a real old school feel of exploration, randomize which Node comes up next, and increase the danger level, probably through an increase in Chaos Factor, the deeper you go.)

Don’t be afraid to add unplanned elements like chasms, bottomless pits, or difficult looking forks to your narrative. These will provide either an immediate reward in the form diversifying your map, or they will be fodder for future adventures.

A couple of tips. You will get a lot of Expected results and a few None results. Sometimes, and for god reason a Location, though it will probably have a description, maybe actually expected to be empty. If you are just leaving the lair of a juvenile dragon, there is probably no one lurking in the next room. The Expected Encounter  no Encounter. In a similar vein an answer of None, doesn't have to mean it is a void. There may just be nothing that is dangerous or useful around. You can always ask the Fate Chart if there is a mural on the wall, or a shattered statue on the ground, or pick a couple of word pairs to give you a snap shot of the space. None means no object or no encounter, but it doesn't mean nothing interesting. (This is especially useful if you want to play this megadungeon as an endless abyss. Those Expected or None answers shouldn't preclude a crude chimney or a dank dark pit.)

(Speaking of pits, most megadungeons are labyrinthine with many forks, pits, slide traps and stair wells. These rules I am laying out today are very basic. Look to the next few installments to add features like forks, multiple exits, and tricks and traps that move you around the dungeon and in the process expand the dungeon out. If you do have more passages than prepared Nodes, just block them up for now, so your character can come back with the appropriate skeleton key (aka dynamite) to open that space up after you have a few more Nodes prepared)

Lets talk mapping for a second. I hate mapping, so I use a simple line drawing with nodes marked as circles and discoveries (like that seemingly bottomless pit you don’t have the rope for) as triangles. You don’t need a detailed map to play a megadungeon. Just a little visual reference that explains where you went and what you found, and possible more importantly, where you didn’t explore.

All good things come to an end, and so does your dungeon (unless it is an Underworld exploration, which usually end in brutal death or running low on supplies, take your pick). After you have exhausted your prepared Nodes, had a climatic encounter, or are just tired, draw the dungeon to a conclusion. I suggest using a Fate chart check to query whether you have any encounters on the way out (essentially just treating the whole backtrack as one Space), but feel free to set the odds as low as you like. It is never as fun to trod the ground you have already covered than it is to make a new discoveries. I usually just make one roll at average odds and be done with it.

Don't feel just because you delved to an end of a Mega dungeon, the fun must be over. There are probably other Nodes waiting down passages you skipped, shafts you avoided, or secret doors you couldn't open, and who knows what dark forces will fill the power vacuum you leave behind. Mega dungeons can be endless adventures on their own, but maybe you will be satisfied with all the gold you can stuff in your bag of holding and head off for greener pastures. Either way adventure awaits. 

 (If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Monday, October 20, 2025

Wizard Dad Update and Some random locations for your table.

So my classes have me sadly away from game land for longer than I would like. Still I haven't been standing still all this time.

The below are some Location Crafter outputs sans any context. I used MM Vol 2, pg. 8 "Random Location Crafting", but that only matters if you want to use The Region Description Table on pg. 11. If you already have a location and atmosphere in mind, go with that. 

I know this is a bit short and sweet, but I have to get back to hitting the books.

Good Gaming all!

W.D.

(There is no context what so ever, but anything that would require rolling is already done.  This could be the interesting points in a neighborhood, important rooms in a mostly empty dungeon, different glades in an enchanted forest, or rooms that haven't been looted from an abandoned space station. You bring the context, and the templates provide the contents. As most of these are pretty short I would make them into maybe several building or areas in one larger area.) 


TLC Generic 1  (“Randomized Location Crafting” MM Vol. 2, pg. 8)


Region Descriptor x2


Location

  1. Expected

    1. (Encounter) none

      1. (Objects) none

  2. Expected

    1. Expected

      1. None

  3. Expected

    1. None

      1. None

  4. Expected

    1. Expected

      1. Expected

  5. Special (known and exit)

    1. Expected

      1. Expected

  6. Complete (special exit)

    1. Random (Exotic, Weak)

      1. Random (Active, Classy)



TLC Generic 2


Region Descriptor x2


Location

  1. Expected

    1. (Encounter) Expected

      1. (Object) Random (New, Travel

  2. Expected

    1. Known 

      1. Expected

  3. Expected

    1. None

      1. None

  4. Complete or Exit

    1. Random (Harmful, Mysterious)

      1. None




TLC Generic 3


Region Descriptor x2


Location

  1. Expected

    1. (Encounter) None

      1. (Object) None

  2. Expected

    1. None

      1. Expected

  3. Random (Lonely, Unusual)

    1. None

      1. Expected

  4. Expected

    1. Expected

      1. Expected

  5. Special (Exit)

    1. Expected

      1. Random (Official, Useless)

  6. Complete

    1. Expected

      1. Random (Helpful, Magnificent)



TLC Generic 4


Region Descriptor x2


Location

  1. Expected

    1. (Encounter) Expected

      1. (Object) Random (Reassuring, Light)

  2. Expected

    1. Random (Inactive, Inactive

      1. None

  3. Known

    1. None

      1. None

  4. Expected

    1. Random (Carless, Primitive)

      1. None

  5. Expected

    1. Random (Classy, Reassuring)

      1. Known

  6. Random (Fancy, Frightening

    1. Random (Aggressive, Peaceful)

      1. Expected

  7. Known

    1. Expected

      1. Expected

  8. Expected (-6PP)

    1. Expected

      1. Expected

  9. Expected

    1. Expected (-6pp)

      1. Expected

  10. Expected

    1. None

      1. Expected (-6pp)

  11. Expected

    1. None

      1. Expected

  12. Random (Moving, Harmful)

    1. Random (Swift, Crazy)

      1. Expected

  13. Complete

    1. Random (Mundane, Strange)

      1. Expected

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Thursday, September 11, 2025

Wizard Dad's Workshop: Protecting your favorite campaigns from runaway one shots

I love RPGs. Some more than others, but I have yet to find a game, a knowledgeable gamer, or a well written blog post that hasn't had some good idea, or hasn't sparked an idea of my own. I know there is a ton of repetitive schlock out there, but even in most of those books there is some twist on an old idea that can help it be new again. 

My complete love of games is a constant danger to the games I am already playing and loving. This brings to mind a question. How to you sample from the endless menu of RPGs without losing your favorite campaigns in the process. I have outlined articles with different styles of play, like the Cross Hatch Campaign style (a solo riff on West Marches) and the Hub Character Campaign style, where one character, usually not a heroic type, becomes either quest giver and uses other characters to fulfill the adventure aspects.  

What if, though, you just want to sample a new game or character, but don't want or can't tie it to a current campaign? In that circumstance One Shot adventures sound perfect, don't they. Theoretically they are, but there in lies the trap. Because good gamers get invested in there characters, and lord help you if you are also a setting design nut. You soon find that one shot has branched out like a creeping vine and you are thoroughly entangled in it.

What that suggest is that we need some guidelines to building the kind of one shots that are in their own nature self limiting. Which isn't to say you can't play the character again. It only insures that there is a well defined (rather than open ended) ending where you can put the character down, and pick back you with your central campaign. (Naturally if you don't do central campaigns this isn't going to too useful an article... I probably should have that at the beginning).

Ok, first lets define what I mean by campaign and what I mean by one shot.

A campaign is a series of related adventures brought together by either a central cast of characters (down to a number as low as 1) or a setting with a contiguous timeline (meaning when any character in the setting changes something it stays changed).  This is sort of the old fashioned view of campaigns from early on in the hobby, but I believe it works well for the purpose of this essay.

A one shot on the other hand is a game with a fixed boundary such as in the form of a task to be performed or a location to be experienced, that has no relation to or impact on a campaign.

The first thing you need to do is ask yourself what is it you want from the one shot. For me this can run in four directions. I want to try out a new character concept. I want to try out a new game system or mechanic. I want to get a taste of a setting, to look into investing more in it later. Lastly, I may just want to play a new style of game for a while (like a horror game for spooky month). If you can define what your player objective is, you are already heading in the direction of having a game with closure.

Secondly, don't jump in immediately. Take a little time to reach a good break point for your primary campaign. This could mean something different for everyone. For me, it means being set up to go do something in the primary campaign, so when I shift my attention back to it, I am not plodding around for ideas. I have something solid to come back to. (In my on going D&D/GURPS hybrid the PC has all the preperations ready to start solving the mystery of his missing fiancée, and is ready to jump into the action of the hunt.)

With your beloved primary campaign wrapped in is strong plot bubble wrap,  it is time to get that one shot going. In this you will want to start at the end. You need to decide from the beginning the story closure conditions of your one shot. It could be when you have had a satisfying exploration of a new character type (used all those psychic abilities in a satisfactory way). It could be when you have feel you have accomplished the stylistic goal (you have thoroughly delved a dungeon or solved a mystery and the Big Bad is in a box or behind bars). It could be when you have finally played that module you just couldn't fit into your primary campaign. I could go on and on, but just to say it in plain language, you need a satisfaction as a player that you have done what you set out to do with the game (rather than within the game).

The next thing you need is a closed loop scenario. This means once the game is established all the elements you need to play it are already in the game (even if they haven't been introduced yet or you don't even know what they are). If you are generating content as you play it, as most solo players do, ever significant NPC, location, and encounter needs to be in service of the scenario, thus inside the loop. You can have any number of insignificant encounters. If your GME tosses some goblins at you for no reason, feel free to play whack-a-mole with them. You don't have to worry they are carrying some aspect of the plot. But if you come upon the ruins of a burned out wagon train it must have some clue that points towards the conclusion. Otherwise you are looking at a side quest that is going to branch you off the main path, and that my friends is how the creeping vine spreads. On that note, no red hearings, or unnecessary obstructions. If there is a needful clue find it and move on.

Next, you need to consider length. If you are too long away from your primary campaign, even if you do just play a series of long shots, it will be that much easier to let it drift away (if you do you can throw it a life preserver and drag it back, check out this article on that topic). So, setting a session limit is key to getting to that ending. If you are playing a location based adventure limit the number of locations. If it is a mystery, limit the number of suspects, if its a world exploration, decide ahead of time what one or two facet of the setting you want to explore on this one shot. Accomplishment length determination is a lot more satisfactory than limiting the game to 3 or 5 sessions (though if you get over 7, you may as well admit that you are now no longer game monogamous)

If you are playing a pre-published module or adventure even if it is a rather large one (I am looking at you City of Brass), seriously consider cutting out side quests and focusing on the primary plot. If it is a multi part campaign (well you are already cheating on your primary a bit, but I won't tell), it will usually have chapter breaks. Use them as halting points and head back "home" a while. 

While designing the character(s) you want to play in this one shot, don't let yourself be held back by feeling you need to start the character at "first level". Make exactly the character you want to play. That way you aren't starting off just grinding the character until it is ready to face the challenges you want it to experience.

A useful tool found in many games is a progress tracker. It is just a line with a lot of boxes on top, and some numbers underneath. I suggest listing your game goals (not necessarily a game outline), and each time one is achieved mark off a box.  When you are down to just one or two boxes, steer the game towards an ending. Yes, this is artificial. Yes this is heavy handed, but you do still want to get back to your primary campaign. This allows you to play the game in a fashion that is only semi linear, but can still see an end in sight.

I think that is about all I have to offer. It is a way to think about one shots as one shots, more than it is a system, but it has worked for me for over a year. I hope it is useful for you as well. 

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