This is the setup note for the solo campaign I want to run with One Hero Engine. It is still preparation, not actual play, and I want that to stay clear because the system itself is still moving.
Why I want a solo hero campaign
Aside from wargaming, RPGs have been a long-time passion of mine. It’s been quite a while since I last ran a proper campaign, and for the past few years, I’ve been drawn to the idea of solo RPGs. My first foray into that space was with Ironsworn by Shawn Tomkin—I loved its gritty tone and mechanics so much that I immediately backed Starforged on Kickstarter when it launched.
Being a serial system switcher, I’ve spent years hopping between RPG systems, chasing different ideas and concepts. One campaign idea that’s been rattling around in my head involves characters who were once powerful beings in the world, now stripped of their memories. The point is to rediscover who they were and decide who they become next. The concept draws loose inspiration from the power and style of shows like Blood Blockade Battlefront and Solo Leveling.
What I wanted this time was a single-hero campaign that starts powerful enough to feel dramatic without dragging me into too much bookkeeping.

Why I am testing One Hero Engine
To support that idea, I started putting together a simple solo system from pieces I already liked: straightforward d20 resolution, flexible character identity, and enough oracle support to keep the campaign moving. One Hero Engine is my current draft for that. It uses tags instead of a heavy feat structure, milestone progression instead of XP tracking, and rules light enough that I can actually keep using them between short sessions.
I have not started the campaign yet, so this article is really a statement of intent: this is the kind of game I want to run, and the current rules draft is here. If the system turns out to be too much work in practice, I would rather say that plainly later than pretend it was settled from day one.