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https://www.fantasygrounds.com/forums/showthread.php?75265-Experience-playing-a-solo-game-on-Fantasy-Grounds&p=665149#post665149
Thank you.
The "5E Solo Gamebooks" adventures, for instance, have maps that with numbers pointing you to whatever story entries to read if you go there; and some entries have stuff along the lines of "if you search this area, make a DC <x> Investigation check. On success, go to entry X; on failure, go to entry Y." They might also include a little guidance on what enemies will do in combat, but it's entirely up to you as the sole player to implement those.
https://www.dmsguild.com/browse.php?filters=0_0_0_0_0_0_45545_0&author=5E%20Solo%20Gamebooks&src=fid45545&page=1&sort=4a for instance.
5E isn't the only system where such modules exist. Chaosium has published some modules (e.g. "Alone Against the Dark" -- https://www.fantasygrounds.com/store/product.php?id=CHA23154COC7E for the official FGU conversion) for Call of Cthulhu, for instance.
But *in general*, most adventures won't be set up for that. Like, if you pick up "Lost Mines of Phandelver", the module will be set up only for running as a DM with actual players, not to solo play.
Obviously also such modules will be much more restrictive in what you can do since the writers won't be able to anticipate everything.
Also done the same with Foundry VTT.
Recently started playing this game as well that is a single player game.
I like it.
https://store.steampowered.com/app/1045390/D20_Dungeons/
Otherwise Fantasy Ground Unity is as good or better than other Virtual Tabletop available for running these sorts of campaigns. I recommend buying the PDF version of any solo adventures you buy that aren't FGU DLC. That will give you more options if you ever want to copy & paste content into FGU Stories, Notes or Encounters.