A few days ago on the RPG.net forums, "King Stag" posted:
I do a lot of solo gaming (married father of two little boys....) and until now have always used things like Rory's Cubes and Mythic to make the story surprising and random. I am going to start using some modules from time to time and am looking for advice from some of you other solo-rpgers as to how you've added some surprise and randomness to modules.
I responded with a brief version of advice I've given before:
The module is a document in the possession of both you the player and your PC, but the information contained within it may not be "accurate." Thus, you do not have to pretend you don't know anything. For every new encounter, roll on the Mythic Fate Chart (or make up your own probabilities - it's pretty easy) to determine the likelihood that your advanced info was indeed true. If it was, follow the module. If it wasn't, use Mythic, the Creature Crafter, or some other instant idea generator to replace the encounter with something new and play it out.
As certain kinds of encounters turn out to be "false," increase the likelihood that subsequent related encounters will also not be as they are described in the module. Keep track of the differences via a simple list. That list may well evolve the module into a very different adventure as you continue to play through it. Eventually, you will probably wind up replacing most of the final encounters to fit the previous changes that were made along the way.
With this method, you don't need to do any extra prep in advance. You'll be "rewriting" the module as you go along.
This is a relevant topic for me right now because, supposedly, the Crown of Kings adventure for Advanced Fighting Fantasy is about to release, and, if my lousy luck holds out, I won't be able to get anyone to play it, so I'll be solo with this big module.
If you have any more advice for King Stag, the RPG.net thread is HERE. Go over, see what others wrote, and help him out!