The first time I turned to the Oracle to see if my character would survive a foolish charge, I expected a no. I wanted a no. A good old-fashioned death, poetic and convenient.
Instead, the dice said yes.
And just like that, the narrative shifted. Opened. Something unexpected emerged—something I could not, and probably would not, have written myself.
Playing Alone, Playing All
Solo games are strange creatures. You play, but you also narrate. You push forward, but you must also resist. You’re the companion, the obstacle, the twist in the road.
It’s easy to get lost. To overthink, to direct instead of discover. Worst of all: to begin telling yourself a story already decided.
This is where the Oracle becomes indispensable.
In Loner, the Oracle is not some mechanical god. It’s not the silent GM you keep in your drawer. It is uncertainty, shaped by mood and probability. You roll, you read, and still it surprises you. Because it’s not about randomness. It’s about letting go.
Surrendering to Meaning
The purpose is not control. It’s listening. The Oracle doesn’t narrate. It invites. You ask:
Does she remember?
Did the signal work?
Is the city still burning?
Is this mine or someone else’s memory?
And then you roll. Sometimes you’re wrong. Often, you’re better for it.
This is the true magic of solo RPGs. Not lore. Not world-building. Not narrative arcs.
It’s the art of reaction.
The Dice Speak in Tension
The Oracle in Loner doesn’t throw a coin. It measures drama. The scale tips in Yes / Yes But / No / No And. Each result not just answer—but a tone.
“Yes, but” is uneasy success.
“No, and” is collapse with consequences.
“Yes” feels like breath—right before the next blow.
You’re not resolving scenes. You’re testing something deeper: desire, tension, fear. You’re asking: What does this mean? And daring the answer.
The Oracle Isn’t the Author
Tempting to use the Oracle like a slot machine for twists. But it doesn’t tell. It nudges. It suggests weight. It shifts balance.
You bring direction. The Oracle adds gravity.
And over time, something odd happens. It feels like the Oracle has moods. Like it’s saying “yes” when you least expect, “no” when you’re desperate. Of course it’s not true. But your brain makes patterns. Finds ghosts in static.
Let it.
Interpretation Is the Game
The Oracle doesn’t explain. You roll a “No, and…” and must ask: what now? What else breaks? You roll a “Yes, but…” and must decide: at what cost?
This is the moment. Where play becomes interpretation. Where dice become emotion, intuition, memory.
The Oracle gives the event.
The tags give the resonance.
A Kind of Faith
I used to think that the best stories were built. Designed. Controlled.
Now I’m not so sure. Maybe the best stories are the ones that surprise you. That ask for your trust. That say: let’s see.
Solo play isn’t brilliance. It’s surrender.
And the Oracle? That’s the edge. The crack in the frame.
The invitation.
I find interpreting oracle rolls and coming with a narrative to fit is different from GMing a game for someone else.
Where I would often decide on an outcome to an action my players chose, based on my expectations, when playing solo I find I turn to the oracle dice and they disrupt my expectation.
I think that disruption is not needed in a multiplayer game with one person running the world because the GM is there to provide a consistent world and it’s usually the players’ job to disrupt it. It’s a different flow, but one I’m coming to appreciate!