Maze Rat Solo Roleplay (Maze Rats)
Maze Rat Solo Roleplay (Maze Rats)
Maze Rat Solo Roleplay (Maze Rats)
Maze
account the story so far, the type of adventure you
want to have and the answer you rolled.
Closed questions use the 2d format used in Danger
Rolls. This includes Advantage. If a question is more
likely to be yes than no, it is rolled with Advantage
[3d] and the higher two dice used.
Rat
Questions that are unlikely are rolled with
disadvantage [3d] and the lower two numbers taken.
ROLL ANSWER
2 No, and…
3-4 No
INTRODUCTION 5-6
7
No, but…
Complication
Maze Rat is a solo roleplaying add-on to Maze Rats. 8-9 Yes, but…
These rules attempt to emulate the role performed by 10-11 Yes
the Game Master [GM] by using some simple d6 12 Yes, and…
tables. No, and… The answer to your question is no, and it is
No table could have enough entries to predict every the most extreme result.
possible question you could ask the GM or cover every No, The answer was a clear no.
possible situation. Just as a roleplaying game is a game
of improvisation, these rules provide prompts for your No, but… This is a toned-down version of the no
improvisation, enabling you to resolve questions that answer, it maybe offers some kind of consolation.
would be answered by the GM.
Complication A complication is a plot twist or an
Maze Rats uses a common format of a d6 of d6 tables. unexpected event that will make the question you just
You will find the same format used here to make these asked out of date. Something just happened that is
rules feel natural and a part of a single system. going to make you rethink your course of action.
Yes, but… This is the mirror of the No version, it is a
How to Solo yes but not quite as good or full-on as it could be.
Solo play revolves around imagining your story much Yes, the basic yes answer.
the same as you would in a shared group game, but
when there is a conflict you are responsible for playing Yes, and… The most extreme form of yes, what you
both sides. When you would ask the GM for more asked for and much more!
information about your situation, you use these rules to
give you a prompt from which you can answer your
question and move your story forward. The answers Complications
are frequently not fixed yes-no answers. They use a
random element to throw up unexpected results. Complications are one of the cornerstones of solo play.
They are the moment when the GM turns the tables on
Broadly, there are two types of question. Closed you; when the drama suddenly ramps up; or a vital
questions can be answered with a yes-no response. clue is revealed.
Solo play takes these and expands upon them a little to
force you to think a little more about your character’s Earlier I gave an example closed question, “Is the city
situation. watch guarding the gate?” Any of these could be a
complication to that question.
The second form of question is the Open Question.
Open questions cannot answered yes-no. They take a An Ogre has just smashed the gate in, scattering the
long-form or more descriptive answer. guards. The Ogre fills the gate and looks enraged.
Closed questions are used for “Is the city watch The gate is being opened by the city guard and in rides
guarding the gate?” your worst enemy with their henchmen.
Open Questions are used for “What is the snake queen An officer and a civilian are stood by the gates, the
really after?” civilian waves his hands and a shimmering wall
appears before the gates.