Solo roleplaying is an old practice with a recent surge behind it. Here is what it actually involves, the four ways people do it, and the one problem all four are trying to solve.
A roleplaying game normally needs two things you may not have: other people, and a night when all of them are free. Solo roleplaying is the practice of playing without either — one player, no group, no schedule, and a session that starts when you sit down and stops when you stand up.
It is not a compromise or a practice mode. It is a different pleasure: slower, stranger, much more interior, and far better suited to horror than to almost anything else. Nobody makes a joke at the wrong moment. There is nobody to be brave in front of.
The honest first answer is scheduling. A regular group of five adults is a standing logistical achievement, and most groups die of calendars rather than of boredom. Solo play has no calendar.
The reasons people stay are different from the reason they start. You can take an hour over one room. You can follow a lead nobody else finds interesting. Nothing waits for you and you wait for nothing. And because there is no audience, the failures land properly — there is no table to laugh it off with, which is precisely why the genre this suits best is the frightening one.
A roleplaying game runs on a person who knows things you do not. They know what is behind the door, whether the man at the desk is lying, and what happens if you go back to the house at night. Take that person away and the game does not merely get harder, it stops working: you cannot be surprised by a story you are also writing.
Every technique below is a way of not knowing something. That is the whole craft of solo play. Everything else — the sheets, the dice, the notes — you already know how to do.
They mix freely, and most experienced solo players use two or three at once — an oracle for the yes-or-no questions, a journal for the record, and something with more imagination for the scenes.
The methods matter less than four habits, and people who bounce off solo play are almost always missing one of them.
Roughly this. You establish where you are and what you want. You describe what your investigator does, in your own words, as specifically as you can. Something answers — a table, an oracle, a model — and you take that answer seriously. If the outcome is genuinely uncertain and failing would cost you something, dice decide it. You write down what you learned, and the next thing you want follows from it.
An hour of that is a satisfying evening. Twenty of them is a campaign, and the investigator you finish it with will have a history you did not plan.
Midnight Mythos is the fourth approach with the bookkeeping removed. An AI Keeper describes the world, plays everyone in it, and calls for rolls; the program keeps the character sheet, rolls every die, tracks the wounds and the sanity and the clues, and writes the case notes as you go. You bring a mystery or ask for one.
It is not the only way to do this and it is not the cheapest — an oracle and a notebook cost nothing and have kept people happy for decades. What it removes is the overhead: no tables to cross-reference, no arithmetic, and nothing to prepare before you start.
If you want to know exactly what happens in a session here, read how to play. If you are weighing up the AI part specifically — including what it is bad at — that has a page of its own.