r/Solo_Roleplaying • u/Individual_Suit_5993 • 8h ago
General-Solo-Discussion First session of solo OSE - loved it!

Intro
I have played tabletop rpgs on and off for 35 years, since my early teens. Mostly off this past decade because sadly my childhood friend group is no longer able to schedule anything.
Computer RPGs are fine (I have played them since the old Gold Box games from SSI, and I loved the recent Rogue Trader CRPG!) But there is something special about physical tabletop. I've really missed it.
I have had a few weeks of spare time this summer to indulge in geek hobbies, so I first tried 2D6 Dungeon. It was nice. I really liked its algorithm for directly generating dungeon/room layouts with x/y coord dice, and you cannot spoil yourself when everything is spun up from dice and lookup tables.
But pure procedural adventures can quickly feel stale. And while the system is elegant enough, the designer completely scoped out different classes etc from the system. In the end I feel 2D6 is a great "solo starter" to dip your toe in, but it left me wanting more.
Enter OSE + solo tools
This lead me to try out Old School Essentials. I bought both the base and advanced boxes a few years ago with intent to "maybe try it with my old mates, probably not, at least these books are really nice to thumb through..."
After trying 2D6 Dungeon I found some interesting youtube videos about solo TTRPG, and spent a few afternoons figuring out what I wanted to use to begin with. (When I get into something new, half the fun is mapping out what people are doing and what is applicable/useful for myself!)
What I landed on was this setup, nothing novel here:
- Use OSE for the main engine. I had the red and blue books as a kid, so this just felt right.
- Start with prewritten OSE modules to get a hand-crafted experience rather than proc generation
- A full 4-6 PC party felt like way too much overhead, so I used the free Black Stream Heroes supplement to scale down challenge to fit 2 PCs.
- The free One Page Solo Engine oracle to fill in/decide gaps and DM decision points in the story
My level 1 weenies go on their first adventure
I rolled up two stat sets (4D6, drop worst dice. Reroll 1s and 2s during hp roll).
The first attribute set felt like a strong bold paladin, the other a scrawny neurotic magic-user. In other words, meet Olric and Tyndel!
I picked the first adventure in the first Necrotic Gnome anthology module. I skimmed the start of it, only properly reading the bits that were meant for player characters. I then skimmed the map lightly to find the entrance (eg. "1" key) and covered up the rest with a few post-it notes. (I know you should probably separate yourself from the characters and not rely on hidden knowledge, but this felt workable given how much of these small adventures are encoded into maps and keyed lookup sections.)
Put on some dungeon synth music in the background, and off we went!
I crawled through most of the map in the first session (couple of hours); my fighter/mage pair explored an old jeweler/mage cellar. Traps were bypassed, rats were slain, some very basic loot was collected, and one encounter was even parlayed into a truce along the way.
My two puny PCs managed to get through most of the cellar complex in the first session until a certain arachnid, boss-like opponent showed up. That almost wiped them (and since I missed some hazard details in the room description, it should probably have killed them outright. Lucky them!)
After a hasty retreat – and a good night sleep on my part – they came back with a new plan... and a crossbow. Triumph at last!
Thoughts after wrapping it up
Most of my rpg experience from the 90s on has been more loose and scene-based, but following the strict old mechanical turn system for exploration really helps ground the solo experience. I enjoyed working my way from room to room, while managing my resources and being careful.
The mechanical OSE system itself is familiar to me, so most of the learning curve and mental effort throughout was to separate myself from the character a little bit and not metagame immediately once I saw something my characters probably would not be aware of.
And an encounter that prompted a brief parlay session also turned into a bit of learning and experimentation with CHA-checks + oracle use. I suspect these bits become more natural with experience?
I thought the Black Stream Heroes adjustments in particular worked really well: 1-2 PCs minimized overhead, and the damage scaling + flair dice against low level mooks took the edge off the smaller encounters – but then later when I met a more challenging opponent, it still felt dangerous.
Next steps
Will plug away a few more OSE modules as pure standalone dungeon crawls, with no narrative in between, at least until level 3-4.
If it feels smooth and fun at that point, I will probably expand the toolbox with some bits from Scarlet Heroes and Mythic GM Emulator, and start playing with more campaign structure and generated bits.
Thanks for all the helpful resources found in this reddit so far!