# Solo and Wardenless Play

Solo and Wardenless play are very different from the traditional approach to *Mothership* because they require that all of the players know how to both play *and* run the game.

If you want to keep the idea of "player skill" alive in a solo or Wardenless game, it is also different than the co-operative worldbuilding, journaling, or oracle approach common to other GM-less games.

*Advanced Rules* provides procedures and automation to create a simulation that runs independently of the players, that they can react to. In this way the *Advanced Rules* solo and Wardenless play method emulates the feel of old school Dungeons & Dragons tournament play, with dice based automation replacing the referee.

Without a traditional game master or warden, no single player has full authority over the game world. Instead, players are challenging themselves and each other by applying all of their skill to novel situations, hunting for those problem-solving moments where everyone feels clever[^1].

Finally, if you are a designer who wants to incorporate solo or Wardenless play into your own modules, you can also use this methodology to help you build the right tools directly into your writing.

[^1]: Because the dominant mode of play is focused on solving these complex puzzles rather than on telling a story, the narrative is entirely emergent, something created by the players after the fact.


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