solorpgstudio
solorpgstudio Podcast
A guide to Solo D&D (Part 1)
0:00
-14:09

A guide to Solo D&D (Part 1)

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:

  1. Session write-ups

  2. Step-by-step party build guides

  3. Video versions / playthroughs


Leave a comment

Discussion about this episode

User's avatar