Solo Pacing and Scene Framing
~7 min read
Why pacing stalls#
Pacing usually slows when the current situation is vague, the next decision is too open‑ended, or there are no clear stakes. In solo play, it’s easy to swirl in options without a GM’s nudge. Tight framing reduces options to the interesting few.
- Too many choices; no constraints.
- Unclear intent; no defined scene goal.
- Low stakes; outcomes feel same‑y.
- Ambiguous answers; no concrete change in the fiction.
Good news: these are fixable with deliberate framing and quick, targeted oracle questions. See the Beginner’s Guide to Oracles for foundations.
Define the scene goal#
Give each scene a single sentence goal that suggests a clear end condition. Example: “Get past the guard without raising an alarm.” This focuses play and helps you stop the scene once the goal is answered: success, failure, or a cost.
Write the goal at the top of your session log and keep it visible. If your actions stop serving the goal, either reframe or end the scene.
Frame with constraints#
Constraints make choices meaningful. Add 1–2 constraints to highlight tension:
- Clock or timer: “Three rounds before the patrol returns.”
- Resource limit: “One spell slot left; tools are noisy.”
- Space: “Narrow hallway; only single‑file movement.”
- Information: “You don’t know the code phrase.”
State constraints up front so each roll and choice interacts with them. See Top 10 Solo Tips for momentum habits.
Use oracles to move on#
Ask specific questions that resolve uncertainty relevant to the goal. Use a weighted yes/no oracle with twists when outcomes feel flat. Tune likelihood only when fiction clearly supports it. Examples:
- “Does the guard notice me?” (Even odds.)
- “Is the door locked?” (Likely yes.)
- “Does a helpful clue stand out?” (Unlikely.)
Translate answers into concrete changes: new positions, costs, or truths. For advanced techniques, see Advanced Oracle Techniques.
End scenes well#
End as soon as the goal is resolved or blocked. Capture a one‑line outcome and the immediate next action so you can resume quickly later. Good endings feel decisive and leave a hook.
- Success: “Slip past unseen; next: search the archives.”
- Failure: “Spotted by the guard; next: flee to the stairwell.”
- Cost: “Unlocked it, but left tool marks; next: move fast.”
Examples#
Heist — Secure door. Goal: bypass silently. Constraint: patrol in 3 turns. Q: “Is it locked?” Likely yes → Yes. Q: “Can I pick it before the patrol returns?” 50/50 → No, and… patrol returns early → Reframe: hide or bluff.
Wilderness — River crossing. Goal: cross safely. Constraint: rising water. Q: “Is there a fallen tree nearby?” Unlikely → Yes, but… slick with moss → Risky check; on failure add a cost before moving on.
Social — Gaining an ally. Goal: earn help. Constraint: they distrust outsiders. Q: “Do I know a shared contact?” 50/50 → No, and… a rival has poisoned the well → New scene: clear your name or find leverage.
Next steps: skim How to Play Solo for the core loop, grab the Solo Starter Kit to get rolling fast, and keep your session log to track outcomes and hooks.
Related reading#
- How to Play Solo — foundations and core loop.
- Beginner’s Guide to Oracles — clear questions and twists.
- Build a Solo Starter Kit — tools to begin tonight.
- Top 10 Tips for Playing Solo — momentum habits.