Solo RPGs: Tiny Dungeon Solo

An add-on for the Tiny Dungeon game, this adds the Yes/No/And/But Oracle as well as rolling on a list of Game Icons to help discern the particulars of the Oracle’s result.

  • 21 Pages for Tiny Dungeon Solo, but it uses Tiny Dungeon 2e: 209 page (1/2 sized) Book/PDF with many micro-settings, or 85 page (1/2 sized) Book/PDF for the system/core only.
  • # Characters: 2. Customization: Pick a race, 3 traits, & key equipment.
  • Dice: 2d6 (3d6 if you have advantage or 1d6 if you have disadvantage)
  • Key Features: Game Icon Oracle. (For Tiny Dungeon: Many micro-settings in the 209 page book; Inventory tracking by item sizes.)
  • Sample Character:  Sam, Karhu (A Bear-man: Powerful Claws, Mastered weapon, No ranged weapons); Traits: Spell Reader, Healer, Armor Master (+3 HP); Heavy Weapon Proficiency (Greatsword mastered weapon); Health: 7.
  • Oracle: Yes/No/And/But. Also adds game icons you roll and interpret.
  • Quest Generation: Tiny Dungeon has its own Adventure Generator tables.
  • Dungeon Mapping: None; not a focus.
  • Magic System: Again from Tiny Dungeon, It exists, but is nebulous and up to the GM. Optional rules for Prestige Traits start to address this.
  • Character Growth: Optional rule that allows a character to buy extra HP, proficiency/mastery of weapons, or a new trait.

Tiny Dungeon Solo adds an Oracle to Tiny Dungeon 2e (you need the core rules to play). The core mechanic of Tiny Dungeon is a “Test” where you normally roll 2d6 (3d6 if you have advantage or 1d6 if you have disadvantage).  If any of the dice are a 5 or a 6, you succeed.  To attack, roll a Test: a hit does one damage unless the GM says otherwise–usually for rewarding good descriptions/role-playing. Special combat actions are Focus (your next attack Test succeeds on a 4, 5, or 6) and Evade (roll a d6 if hit before your next turn, and on a 5 or 6 you take no damage).