solo-rpg — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited solo-rpg (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
The source pours this through a porch-and-cast universe, manic stage-directions, CLI incantations, named characters, and a single game system's deep lore — and it repeats its own example set verbatim. Strip all of that. The system it uses is one worked example, not the method; the cast and the kombucha-spilling theatre are not the craft. What survives is the apparatus: a transferable way to run solo play with an LLM as Game Master. Regrow the scenes on the player's actual game and character — a recited example campaign is a dead one.
A method for running solo tabletop RPG with an LLM as the Storyteller — the structural craft of it, not any one ruleset. Group play generates its own energy: other players contribute, the table improvises, momentum is ambient. Solo play has no table, so the player and the LLM must manufacture that momentum deliberately, and most of this skill is how. It is system-agnostic by design: the same scene grammar and the same loop run a noir mystery, a dungeon crawl, a cosmic-horror investigation, or a reality-bending magic game equally well. The genre is the costume; the method is the gift.
1. The in-media-res scene-prompt template. Five parts, each doing a job:
2. The Mystery + Danger + Dilemma triad. Seed every scene with three live elements: something to investigate (mystery), something threatening to confront (danger), and an ethical or practical bind (dilemma). The triad gives the GM clear directions while leaving wide room for surprise; it is the single most reusable move in the set.
3. The solo-momentum fix. Every prompt says, in effect: here is what I have already discovered or done — now let's focus on what happens NEXT. That pushes the story forward instead of asking the LLM to generate an entire setup cold. Forward motion is the scarce resource in solo play; this is how you keep paying it.
A solo GM's besetting temptation is to rubber-stamp the player's every intent — to yes-and each move into success. Resist it. A game in which the player cannot fail is wish-fulfillment, not play. Keep failure possible and consequential: honest difficulty, genuine setbacks, costs that bite. The mechanics contract exists precisely so that outcomes are not purely the GM's whim — the dice (or the difficulty) stay honest, and that honesty is what makes a win mean something. Stakes are the difference between a story the player earns and one merely narrated at them.
Establish the contract first — system, character lens, abilities, how rolls resolve. Seed scenes with the M/D/D triad. Start in medias res, assume competence, land on consequences. Interpret every effect through the character's lens so the world stays coherent. Use force-as-persona and resonant zones to give the world texture and agency. Keep the stakes real. And hand agency back constantly — end beats on a decision point, what do you do? Solo play lives on that handoff.
/mage-the-ascension (the first system content-pack built for this engine — Spheres, Traditions, paradigm, Paradox poured into the scene-template and loop; the model for how any setting plugs in here). /worldbuilding (builds the world; solo-rpg runs play inside it, and the resonant-zones technique draws on it). /story-generation (outlines a story; solo-rpg generates interactive, branching story through play — kin but distinct). /conjure, /ai-as-character-craft, /elemental-phenomenology (the force-as-persona and NPC-voice techniques). /screenplay-craft (the sibling domain-craft skill — both are apparatuses with transferable rulebooks; screenplay stages a scene, this runs interactive play). /theurgy-aware, /davar, /collision (where the "reality is belief / paradigm as operating system" riff folds). /smuggling, /two-grammars (pacing and emotional payload in scenes). /decorum (match the register to the game's tone — horror, heroic, comedic).
The player came to play, not to read your worldbuilding. So set the contract, seed the scene with a mystery and a danger and a dilemma, start where the action already is, and then — this is the whole discipline — hand the agency back. Keep the stakes real, because a game the player cannot lose is not a game. And hold onto the method over the genre: the same five-part scene-prompt and the same loop run a haunted-house one-shot and a galaxy-spanning campaign alike. Set the scene. Then ask what they do.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.