Solo RPGs: D&D BECMI Solo Adventures

Blends a Choose Your Own Adventure with classic D&D (BECMI) rules.  Read a passage, make a decision and jump to another block of text. Text blocks note rooms to draw and monsters to fight as well as area descriptions.

  • Classic 1980’s 32 page module.
  • #Characters: 1. Customization: none, pick among several pre-generated characters
  • Dice: full polyhedral set.
  • Key Features: Classic rules, official product.
  • Sample Character: Goin Cleftfist, Level 7 Dwarf; Str 12, Int 16, Wis 12, Dex 16, Con 13, Cha 9; AC 2 (chain, shield, Dex), hp 35; Special: Axe +1
  • Oracle: Not used. While you get to make decisions, nothing is free-form.
  • Quest Generation: None, you’re following a single pre-planned adventure.
  • Dungeon Mapping: The dungeon is pre-made.  As you move about, you are given room/corridor dimensions.
  • Monsters/Traps/Room Contents: These are all spelled out in the area descriptions.
  • Magic System: N/A because all the pre-generated characters are classic D&D dwarves.
  • Character Growth: Not part of the game, but you could use the standard D&D rules.

In the early 1980’s, TSR made a series of solo adventure modules that combined D&D with the popular Choose Your Own Adventure book series. Pick a character, then read a passage and make a decision.  Jump to a new passage based on your decision.  Sometimes you’ll need to use the classic D&D rules to resolve combat, traps, etc.  Many passages also describe map areas that you add to your overall map to show your way through the dungeon.