Table of Contents
Does it really work?
Yes! And it is a lot of fun. Apply the same rules of a SOLO RPG. They work perfectly fine. Just be open-minded and play with people you feel comfortable with.
Here is an example of my own: Running Mythic with Two Players and no GM – Jeansen Vaars’ Fiction House (jvhouse.xyz)
What does it require?
- Like-minded individuals: Playing coop without a GM requires more synergy. There is no final say or word
- Smaller Groups: Two or Three players work best. But I have seen groups of five playing without GM!
- SOLO RPG Rules: The ground rules are the same
- Personality: Good, Positive and Collaborative energy. Being forgiving and accepting of different ideas.
- Common Sense: I don’t have to explain this one, right? 🙂
How to get going?
Pick up any Solo system or Solo RPG. Mythic Game Master Emulator. Game Master’s Apprentice. Ironsworn. Scarlet Heroes.
- Take turns when interpreting abstract tables or proposing ideas. If you discuss and look to agree at every single step, you will take forever and not make progress
- Accept and cheer other players ideas, even if they are not what you would like to happen
- Collaborative world building is great
- Ask questions together to the oracles
- Play around the idea of setting a time limit for deciding what happens, to not overthink it
- Experiment different things, try rotating GM “hats”
- Rule of Cool! (Unless your game is gritty, harsh old school)
Differences with Solo or GM’d games
- There is no final say or judgment. Equal voice
- Deciding how an NPC behaves or what they do is quite some challenge
- Coming up with what happens next is up to the players
- Zero prep is needed! Get together and play. No one takes the responsibility, but everyone makes it fun.