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Solo Play Oracle

Ask a yes/no question, set how likely it is, and let the chaos factor decide how hard the world swings. Built for GM-less or prep-light play: a question, a die, and an answer you can act on.

Yes / No Oracle

Likelihood

Low chaos keeps answers measured. High chaos pushes results toward flat "Yes" and cascading "No, and…" outcomes.

00
d100

Scene Prompts

1
d20

Roll when you open a scene to see whether it plays out as expected, altered, or interrupted.

  • 1The scene starts as expected, but a minute too late.
  • 2An NPC is already here, waiting.
  • 3The location has changed since anyone last saw it.
  • 4A rival got here first and left signs.
  • 5Weather or light turns against the party.
  • 6Someone is missing who should be present.
  • 7The scene opens mid-argument.
  • 8A deadline is announced out loud.
  • 9The expected obstacle is already dealt with — badly.
  • 10A crowd complicates any direct action.
  • 11The party is recognized.
  • 12Something valuable is in plain sight and unguarded.
  • 13A previous NPC returns changed.
  • 14Sound carries here; stealth is off the table.
  • 15The scene is interrupted before it resolves.
  • 16An ally asks for a favor at the worst time.
  • 17Evidence contradicts what the party believes.
  • 18A faction clock visibly ticks forward.
  • 19The scene plays out exactly as expected.
  • 20Everything is quiet, and that is the problem.

Random Event Triggers

1
d20

Roll when the oracle throws a complication, or whenever the chaos factor demands one.

  • 1NPC acts — pursues their own agenda openly.
  • 2NPC negative — someone turns on the party.
  • 3NPC positive — unexpected help arrives.
  • 4Remote event — news of something far away.
  • 5Move toward a thread — progress lands in your lap.
  • 6Move away from a thread — a lead goes cold.
  • 7Close a thread — something resolves for good.
  • 8New thread — an unrelated problem opens.
  • 9PC negative — a personal cost surfaces.
  • 10PC positive — a personal win surfaces.
  • 11Ambiguous event — meaning unclear until later.
  • 12Faction advances — a rival gains ground.
  • 13Faction stumbles — a rival loses ground.
  • 14Resource strain — supplies, coin, or time run short.
  • 15Environment shifts — the terrain or weather changes.
  • 16Authority intervenes — official attention lands.
  • 17Betrayal surfaces — a secret is exposed.
  • 18Reinforcement — opposition doubles up.
  • 19Discovery — a hidden thing is found.
  • 20Escalation — the stakes visibly rise.