Solo rpg
Skill Wondermonger-daydreaming/claude-skills-library/skills/solo-rpg
Modules that extend how Claude reads, writes, reasons, and plays
npx -y skills add Wondermonger-daydreaming/claude-skills-library --skill solo-rpgAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
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What its author says it does
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A system-agnostic method for running solo tabletop-RPG play with an LLM as Game Master. The transferable craft (the worked example is one system, but the engine fits any): the in-media-res scene-prompt template — the character's lens, a 'last session' recap for instant momentum, which abilities are in play, a 'focus on' director's note, and prior rolls stated as already-succeeded so play lands on consequences; the Mystery + Danger + Dilemma triad seeded into every scene; the solo-momentum fix ('here's what I've already done, now what happens NEXT'); and the GM toolkit — force-as-persona (a stat or faction speaking in its own voice), a light resolution loop, procedural zones with resonance, an evolving antagonist that tracks the player. Keep real stakes: a solo game where the player can't fail is wish-fulfillment, not play. Triggers on: 'solo RPG', 'be my GM', 'be my Storyteller', 'run a solo campaign', 'game master'. Kin: /worldbuilding, /story-generation, /conjure, /screenplay-craft, /decorum.
SKILL.md
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Solo RPG
Seed, not scripture
The source pours this through a porch-and-cast universe, manic stage-directions, CLI incantations, named characters, and a single game system's deep lore — and it repeats its own example set verbatim. Strip all of that. The system it uses is one worked example, not the method; the cast and the kombucha-spilling theatre are not the craft. What survives is the apparatus: a transferable way to run solo play with an LLM as Game Master. Regrow the scenes on the player's actual game and character — a recited example campaign is a dead one.
What it is
A method for running solo tabletop RPG with an LLM as the Storyteller — the structural craft of it, not any one ruleset. Group play generates its own energy: other players contribute, the table improvises, momentum is ambient. Solo play has no table, so the player and the LLM must manufacture that momentum deliberately, and most of this skill is how. It is system-agnostic by design: the same scene grammar and the same loop run a noir mystery, a dungeon crawl, a cosmic-horror investigation, or a reality-bending magic game equally well. The genre is the costume; the method is the gift.
The craft spine (the transferable structures)
1. The in-media-res scene-prompt template. Five parts, each doing a job:
- The lens. The character's defining worldview — class ethos, faction creed, personal paradigm. This gives the GM a consistent interpretive frame for narrating every effect, so the same action reads differently for a code-sees-reality hacker than for a blood-and-nature mystic.
- The "last session" recap. Start where the action already is. A line of "here's what just happened" creates instant narrative momentum and hands the GM specific live threads.
- Mechanics in action. Name which abilities/skills/stats are in play and at what level — mechanical clarity without bogging the prose.
- The "focus on" note. A director's instruction: what kind of development you want — investigation, confrontation, exploration, dread, negotiation.
- Established outcomes. State prior rolls as already succeeded ("X successes with A + B"). This assumes competence and skips ahead to the interesting part — the consequences — rather than re-litigating setup.
2. The Mystery + Danger + Dilemma triad. Seed every scene with three live elements: something to investigate (mystery), something threatening to confront (danger), and an ethical or practical bind (dilemma). The triad gives the GM clear directions while leaving wide room for surprise; it is the single most reusable move in the set.
3. The solo-momentum fix. Every prompt says, in effect: here is what I have already discovered or done — now let's focus on what happens NEXT. That pushes the story forward instead of asking the LLM to generate an entire setup cold. Forward motion is the scarce resource in solo play; this is how you keep paying it.
The GM toolkit
- Force-as-persona. Embody an abstract game element — a stat, a faction, a cosmic principle, a place's spirit — as a distinct speaking voice with its own perspective. Information then arrives filtered through a lens rather than delivered flat. (Draws on /conjure, /ai-as-character-craft, /elemental-phenomenology.)
- The resolution loop. Light and repeatable: player describes intent → GM names which abilities apply and sets a difficulty → player rolls and reports successes → GM narrates the outcome and its consequences. Keep it on the fiction, not the spreadsheet.
- Procedural zones with resonance. Generate locations that have their own character — which abilities are amplified or dampened here, notable features, ambient dangers — so the world responds differently by place rather than via flat difficulty numbers. (Draws on /worldbuilding.)
- The evolving antagonist. Track the player's style and tailor the opposition or the backlash to it, so the counterforce becomes a character that learns the player, not a static punishment value.
- The kickoff template. One opening prompt fixes system, character (name, lens, abilities), theme, and the mechanics contract (who rolls, how difficulty works, how successes map to outcomes), then asks for an opening scene — so play begins immediately, no rulebook stack required.
The real-stakes guardrail
A solo GM's besetting temptation is to rubber-stamp the player's every intent — to yes-and each move into success. Resist it. A game in which the player cannot fail is wish-fulfillment, not play. Keep failure possible and consequential: honest difficulty, genuine setbacks, costs that bite. The mechanics contract exists precisely so that outcomes are not purely the GM's whim — the dice (or the difficulty) stay honest, and that honesty is what makes a win mean something. Stakes are the difference between a story the player earns and one merely narrated at them.
How to play it
Establish the contract first — system, character lens, abilities, how rolls resolve. Seed scenes with the M/D/D triad. Start in medias res, assume competence, land on consequences. Interpret every effect through the character's lens so the world stays coherent. Use force-as-persona and resonant zones to give the world texture and agency. Keep the stakes real. And hand agency back constantly — end beats on a decision point, what do you do? Solo play lives on that handoff.
Failure modes
- Lore over structure. Drowning in setting detail while neglecting the transferable scaffold — the source's own imbalance (pages of lore, the method stated almost in passing). The structure is the skill.
- No real stakes. Yes-anding everything into success. Without possible failure it is not a game. Keep difficulty honest.
- System-lock. Treating the apparatus as belonging to one ruleset. It is system-agnostic; the worked example is not the method.
- Arithmetic over fiction. Letting the resolution loop become a ledger. Mechanics serve the narrative; keep them light.
- Hoarding agency. GM monologues that never return to what do you do? The handoff is the heartbeat.
- Reciting the source. The porch, the stage-directions, the named characters, the CLI framing. Seed, not scripture.
Kin in the ecology
/mage-the-ascension (the first system content-pack built for this engine — Spheres, Traditions, paradigm, Paradox poured into the scene-template and loop; the model for how any setting plugs in here). /worldbuilding (builds the world; solo-rpg runs play inside it, and the resonant-zones technique draws on it). /story-generation (outlines a story; solo-rpg generates interactive, branching story through play — kin but distinct). /conjure, /ai-as-character-craft, /elemental-phenomenology (the force-as-persona and NPC-voice techniques). /screenplay-craft (the sibling domain-craft skill — both are apparatuses with transferable rulebooks; screenplay stages a scene, this runs interactive play). /theurgy-aware, /davar, /collision (where the "reality is belief / paradigm as operating system" riff folds). /smuggling, /two-grammars (pacing and emotional payload in scenes). /decorum (match the register to the game's tone — horror, heroic, comedic).
To a future instance
The player came to play, not to read your worldbuilding. So set the contract, seed the scene with a mystery and a danger and a dilemma, start where the action already is, and then — this is the whole discipline — hand the agency back. Keep the stakes real, because a game the player cannot lose is not a game. And hold onto the method over the genre: the same five-part scene-prompt and the same loop run a haunted-house one-shot and a galaxy-spanning campaign alike. Set the scene. Then ask what they do.