Blog

A Guided Tour for Your First Solo Campaign

· Mythmaker

  • solo rpg
  • onboarding
  • getting started
  • guided tours
  • beginner

The hardest moment in solo RPG isn’t a tough oracle roll or a villain who keeps surviving. It’s the very first moment — staring at a blank screen, wondering where to even begin.

Soliloquest just shipped guided tours to solve exactly that. Whether you’ve never touched a solo RPG or you’re a seasoned Ironsworn veteran trying a new tool, the tours hand you a map before you need one.

What the guided tours actually are

They’re not a tutorial video you have to pause and scrub back. They’re in-product coach-mark tours — small, contextual prompts that appear right where you need them, pointing at the thing you’re about to use.

There are four of them, each covering a distinct moment in your journey:

  1. Welcome tour — fires the first time you log in. Orients you to the big picture: what Soliloquest is, how the oracle tradition works, and what you’re about to do.
  2. Product tour — a walkthrough of the main interface. Where the oracle lives, where your journal builds up, how scenes connect to each other.
  3. Campaign wizard tour — guides you through the campaign-creation wizard step by step. Genre, tone, your character’s vow, the world’s first details. You come out the other end with a real campaign, not a half-filled form.
  4. First-play tour — the one that matters most. It walks you through your very first scene: how to open it, how to ask the oracle a question, how to interpret the result, and how the journal captures what happened.

You can replay any of them from Settings → Guided Tours at any time. Finished the first-play tour and want to revisit the product tour six months later? It’s there.

Why “no blank page” is harder than it sounds

Solo RPGs have a reputation for being intimidating to start. That reputation is earned. The oracle tradition — Ironsworn, Mythic GME, and their kin — rewards players who already know how to frame a scene, how to interpret a result, how to keep momentum going. Those skills are learnable, but they take time.

Most tools drop you into a character sheet or a chat box and wish you luck. The gap between “I want to play” and “I am playing” can be wide enough that people give up before they ever roll a die.

The tours close that gap. The campaign wizard tour in particular is designed so that by the time it’s done, you have a living campaign with a named character, a world with at least one detail that matters, and a first scene ready to open. You don’t have to decide what to do — you’re already doing it.

How it fits the rest of the product

The tours aren’t a separate onboarding mode you graduate out of. They’re woven into the same interface you’ll use for your hundredth session.

When the first-play tour points at the oracle, it’s pointing at the real oracle — the same tables, the same dice, the same omens and entropy system you’ll use in every campaign going forward. When it shows you how a scene opens in the journal, that’s the actual scenes and journal system, not a sandbox copy.

This matters because it means nothing you learn in the tours needs to be unlearned later. The mechanics are the same. The interface is the same. You’re not being walked through a simplified version of the product — you’re being walked through the product.

A note on modes

Soliloquest has three styles of play: you as storyteller, shared telling, or fully AI-run. The guided tours work across all three, but the first-play tour defaults to the AI-run mode — the Storyteller handles narration while you focus on the oracle rolls and your character’s choices. That’s the gentlest entry point.

Once you’re comfortable, you can switch modes mid-campaign. The oracle stays the same in all of them. The dice still tell the truth.

Getting started

If you’re new to Soliloquest, the tours launch automatically when you create your account. You don’t have to find them or enable them — they’re just there.

If you’ve already been playing and want to revisit the tour, head to Getting Started in the docs or replay any tour from the guided tours settings page.

And if you’re still on the fence about whether solo RPG is for you, the modes overview is a good read before you commit to anything — it explains the different ways to engage with the oracle and the Storyteller, so you can pick the one that fits how you like to play.

The blank page problem is solved. The rest is up to the dice.


Ready to begin? Start your first campaign free — no subscription, no auto-renew.