Glossary of Solo RPG Terms

Quick definitions to help you read guides and get playing faster.

A#

Actual Play#
A recorded or written playthrough of a game session. In solo, this often takes the form of a session log.
Ask the Oracle#
A common solo technique: pose a yes/no or multiple‑choice question to a randomizer to decide what happens next.

B#

Brief#
A short statement of intent for the next scene or session to keep play focused.

C#

Clock#
A segmented tracker used to represent progress or impending threats over time.
Compel#
A move in some systems (e.g., Ironsworn) that pushes characters to act when pressures mount.

D#

Domain#
A theme or area of focus for oracles or encounters (e.g., wilderness, dungeon, space station).

E#

Emulator (GM Emulator)#
A tool that simulates a game master by providing prompts, answers, and twists.
Encounter#
A discrete situation or scene challenge faced by the character(s).

F#

Fiction‑First#
Resolve what happens in the story first, then choose mechanics to reflect it.

G#

GM (Game Master)#
The facilitator of a game. In solo play, the role is simulated with oracles and procedures.
GM‑less#
Games designed to run without a dedicated GM; often a good fit for solo with minor tweaks.

H#

Hard Move#
A decisive consequence applied by the rules when outcomes go poorly; used to escalate tension.
Hook#
A lead or unanswered question that points to what might happen next.

J#

Journal#
A record of your sessions and scenes to track continuity and decisions.

L#

Looming Threat#
A danger or problem that advances if ignored; often tracked with a clock.

M#

Move#
A rules procedure you trigger in certain fiction; common in PbtA and derivatives.
Mythic#
A popular GM emulator/oracle system that uses a chaos factor and event tables.

N#

NPC (Non‑Player Character)#
Characters controlled by the world; in solo, you interpret their behavior via prompts and rulings.

O#

Oracle#
Any randomizer used to answer questions, spark ideas, or introduce twists.
Outcome#
The result of an action, roll, or ruling that advances the fiction.

P#

PC (Player Character)#
Your protagonist or party that you control during play.
Prompt#
A cue to inspire ideas, scenes, or details; can be text, cards, or tables.

R#

Random Table#
A list you roll on to generate results like names, encounters, or events.
Ruling#
A clear decision you make when rules don’t cover a situation; keep rulings consistent.

S#

Scene#
A focused unit of play with a goal, obstacles, and an outcome.
Session Log#
Short notes or a narrative record of what happened; helps with continuity between sessions.
Solo‑Friendly#
A system or tool that works smoothly without a GM or group.

T#

Table (Oracle Table)#
A structured set of results you roll on to determine answers or details.
Twist#
An unexpected change in direction generated by an oracle or a ruling to keep play interesting.

Definitions are intentionally brief. When a term mentions a specific product or system, it is for clarity only.

Back to top