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| Title | Pub. Date | Duration | |
|---|---|---|---|
| A guide to Solo D&D (Part 1) | 05 Nov 2025 | 00:14:10 | |
Hey everyone — today I want to talk about how to play Dungeons & Dragons solo. We’ll cover: * How many characters to run (and why that matters) * How to build your party for solo play * How to adjust encounters without rewriting the whole module * How to handle the “meta knowledge” you gain while reading and DMing at the same time * And finally, what kind of content is coming next in this series Why Play Solo D&D? D&D is usually a group-focused tabletop RPG. Modules are written for about four players + a DM, and most official adventures assume that structure. Party Size: The Big Decision Option 1: Run Four Characters This matches how adventures are designed. Pros * Very little encounter rebalancing required. * You can build exactly the party you want. Want two barbarians? Go for it. Cons * You are the DM and all four players. * Tracking spells, traits, abilities, items, and leveling slows the game down fast. * Great if you already know the game really well. Overwhelming if you don’t. Option 2: Run One Character This is the opposite approach. Pros * Easy to manage. You know your character very well. * Strong storytelling and roleplay experience — you are the hero. Cons * Most encounters become deadly very fast. * You’ll need to frequently adjust monster HP, AC, multiattacks, and encounter size. * Can feel like you’re constantly patching the adventure as you go. To compensate, some players start at level 3 or higher, or give extra boons — but that can feel narratively off. Option 3: Run Two Characters (What I Recommend) This is the sweet spot. Why Two Works So Well * You get party synergy (frontliner + caster is a classic combo). * It reduces complexity massively — only two character sheets to reference. * Encounter balancing becomes simple: divide enemy numbers by 2. * You still get meaningful roleplay dynamics — Frodo & Sam, Batman & Robin, Geralt & Dandelion. This is how I run solo D&D 90% of the time. Handling Meta Knowledge When you run a module, you inevitably learn things your characters should not know: * Where secret doors are * What monsters are behind a door * Monster resistances and abilities * Trap locations Don’t fight the meta. Embrace it. Solo D&D is not the same genre as group D&D. It’s more gamified — and that’s okay. Here’s how I handle it: * I don’t read the entire adventure ahead of time. I progress as I play to preserve surprise. * I do use monster stat block knowledge during combat. My characters are experienced heroes — they “know things.” * For secret doors or traps, I roll once to see if the character notices or disarms. If they fail, we move on. No re-rolls. This keeps solo play fair, fast, and fun. Roleplaying NPCs For social interactions, I keep it simple: * If persuasion / intimidation / negotiation could change an outcome, I roll for it. * If the roll succeeds → better reward or better outcome. * If it fails → something gets worse (less gold, worse relationship, etc). This keeps NPC encounters from just being “me talking to myself.” What’s Next I’m going to turn this into a full solo campaign walkthrough series. The plan: * Pick a published adventure * Create a two-character party * Write one article per chapter/session * Show how I balance encounters * Show how I handle NPCs and narrative decisions * Share session notes you can directly use If you’d like to help choose the first adventure, I’ll post a poll soon — or just comment below with your pick. Let Me Know Would you like: * Session write-ups * Step-by-step party build guides * Video versions / playthroughs This is a public episode. If you would like to discuss this with other subscribers or get access to bonus episodes, visit www.solorpgstudio.com | |||