# Solo and Wardenless Procedure

This section outlines a procedure for a "crawl", i.e. a game about exploring a confined space, with random encounters and automated NPCs.

## The Facilitator

A reality of solo and Wardenless play is that most modules are not written with this form of play in mind, and so don't include the necessary tools (see [Dynamic Tables](/solo-and-wardenless-play/dynamic-tables.md) and [Dice AI](/solo-and-wardenless-play/dice-ai.md)). This means that someone needs to put together the materials and tables for play beforehand. This includes creating copies of material from modules, maps, and tables as well as arranging for a physical or virtual space to play in. This work is done by one or more Facilitators.

It is much easier to assume the Facilitator role when playing with published modules, as most of the content has already been created for you. You can create original content for your table, but that still places a burden on the Facilitators. In the case of solo play, making content for yourself is more like developing a module to play through and discover emergent surprises, it does not lend itself to free-flowing narrative development[^1].

## Characters

A solo or Wardenless party is ideally made up of four controllable characters. In the case of solo and partner play, this is handled through the use of Contractors (see [Contractor Personalities](/solo-and-wardenless-play/generating-contractor-personalities.md)). A solo party consists of one PC and three contractors with generated personalities. If you are playing with a partner, each person controls a PC and a contractor, and if you are playing with three or four people, you each just control a PC and have the option of using contractors without generated personalities.

## Exploration

In less constrained areas, you can explore the spaces and use the module you are playing to reach consensus about who or what you encounter. You can play out social encounters using [Social Rolls](/house-rules/social-rolls.md), and any combat encounters using the basic [Zone Map](https://github.com/violetballard/advanced-rules/blob/dev/markdown/house-rules/zones.md).

## Dungeon Procedure

If you enter into a dungeon[^2], it works best to use a [Grid Map](/solo-and-wardenless-play/maps.md). If you are using a module with a traditional map, or a more "flowchart" style map, you can break it down into rooms to work with a [Dynamic Table](/solo-and-wardenless-play/dynamic-tables.md).&#x20;

The turn counter for the area’s [Dynamic Table](/solo-and-wardenless-play/dynamic-tables.md) is set to zero when you first enter the location.

While in a dungeon, follow the below procedure each turn.

1. Roll on the [Dynamic Table](/solo-and-wardenless-play/dynamic-tables.md) for the current area as necessary.
2. Increment the turn counter.
3. Roll a Speed or Fear Check[^3] for each PC to determine initiative. If a PC is successful, they act before encountered creatures, and if they fail they act after. This initiative based grouping is referred to as an action group.
   * If there are no creatures on the map, you do not need to roll for initiative.
4. Roll a d10 and a d5 to determine the Behavior and Attack AI for the turn (See [Dice AI](/solo-and-wardenless-play/dice-ai.md)).
5. Roll Loyalty Saves for all contractors. Contractors who succeed will follow instructions for the current turn, while those who fail will act according to their [Trait Table](/solo-and-wardenless-play/generating-contractor-personalities.md) and Behavior as selected using the Behavior AI roll.
6. Construct, roll, and play out a [Cooperative Narrative Dice Pool](/solo-and-wardenless-play/coop-narrative-dice.md) as necessary for each action group determined by initiative. Use the [Dice AI](/solo-and-wardenless-play/dice-ai.md) rolled this turn to help construct the dice pool as necessary for Contractors and Creatures[^4].
7. Repeat this procedure from step 1 until you leave the area, everyone dies, or you decide to end the session.

[^1]: Creating solo and Wardenless materials, and then playing through them solo, is a great way to playtest your own work before bringing it to a group.

[^2]: A more confined location with interconnected rooms and dangerous encounters.

[^3]: See the *Mothership 1e Player's Survival Guide*: "Violent Encounters".

[^4]: You can use the rules for [Stacking](/house-rules/stacking.md) to simplify these NPC rolls.


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