In my issue 60 of d12 Monthly I’ve springled in some rules for solo roleplaying and I thought one area of special note is when to roll the dice.
In that issue, I give an example of a thief listening at a door before trying to open it. And it illustrates this decision on when to roll perfectly.

d12 Monthly (Issue 60) – Dungeon Building Issue
The Problem
The problem with solo roleplaying, you are playing both the GM and the player(s), which means there is less chance for surprise when playing.
This is why you use random tables so much – to keep things surprising the fresh.
The Solution
Below is an exert from issue 60 of d12 Monthly:
The thief goes up to the door and listens at it. When playing solo, I don’t roll just yet as then I would know the outcome. I will roll if I decide to open the door.
I also do the same to see if the door is locked or trapped – I wait until the characters open the door before rolling any of these.
With listening, when I do roll, if successful, I cannot be surprised by what’s in the room.
With this system, you are still surprised by any result once the door is opened, and you get a nice pay off – cannot be surprised by what’s inside – if you roll successfully.
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