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Showing posts with label Solo Play. Show all posts
Showing posts with label Solo Play. Show all posts

Sunday, 4 October 2026

[Free RPG Day 2026] Legend in the Mist Solo Learn-To-Play Comic Book Adventure

Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.

This review is possible due to the generosity of
Waylands Forge in Birmingham.

—oOo—

For Free RPG Day 2026, Son of Oak Game Studio, best known for City of Mist, the Pulp Noir, Urban Fantasy storytelling game, published t
he Legend in the Mist Demo Game 2026, a quick-start for the Game Master and three players that enabled them to learn to play the Legend in the Mist: The Rustic Fantasy RPG. However, that is not the only thing that Son of Oak Game Studio published for Free RPG Day 2026. This other thing is the Legend in the Mist Solo Learn-To-Play Comic Book Adventure. As its name suggests, it is a solo adventure designed to teach a player to play Legend in the Mist and to introduce him to its world, and it does it as a comic book. The artwork in Legend in the Mist: The Rustic Fantasy RPG and in the Legend in the Mist Demo Game 2026 is already good, but to have a whole fifty-six-page comic devoted to it? that is something. Now going all the way back to the early days of Tunnels & Trolls and the Fighting Fantasy series with The Warlock of Firetop Mountain, solo adventures have always been a great option when there are no players nearby to play regularly, but they have also been great ways to teach a player the rules as well as in many cases, introduce a player to the concept of roleplaying. As with Legend in the Mist, the player will need a pair of six-sided dice and a pen and some paper to track of the condition of the included Player Character.

The Legend in the Mist Solo Learn-To-Play Comic Book Adventure quickly sets the scene, placing the story long after a Great Age brought low by betrayal, greed, and wrath, in a distant mountain valley where unbeknownst the inhabitants is a seed of hope that perhaps calls to them to go forth and potentially make a great discovery. The story in the Legend in the Mist Solo Learn-To-Play Comic Book Adventure is much smaller than that. The Player Character is called to action when his mother falls dangerously ill after encountering something unnatural. A local healer tells him that he needs to search for a rare ingredient, Rime Thistle, found above the treeline on the north slopes of the mountain.

Very quickly, the Legend in the Mist Solo Learn-To-Play Comic Book Adventure runs through the concept of the Theme Cards and their Tags that help define a Player Character. Gerrin has ‘Spirited Youth’, ‘Deer Stalker’, ‘Skilled with a Bow’, and ‘Devoted to Family’, whilst in his Backpack, he has a ‘Protective Charm’ given to him by the healer. Then it is straight into the first encounter with bandits who are strongarming a peddler who wants to cross a low bridge and the first choice that the player will have to make. Now in a solo adventure book, these would be presented as text questions and a page number given for each that the player would have to turn to. Not so here. The options—usually three of them under the label, ‘What Do You Do?’—are presented as pencil sketches that illustrate what Gerrin does. So, in the first scene, they are ‘I observe from a safe distance.’ and he is shown in the undergrowth, ‘I slip further into the forest and sneak closer, unnoticed.’ and he is shown moving quietly, and ‘I march over and speak to them.’ and he is shown marching determinedly. Then instead of turning to pages scattered throughout the booklet, the player is instructed to turn over the page there he will find three panels, each with an accompanying piece text that clearly explains the outcome of Gerrin’s actions, whether that is a success or a consequence. Sometimes, it can be both! Bigger scenes and their outcomes get their page.

In the confrontation between Gerrin and the bandits, the booklet, acting as the Narrator, explains which Tags apply and the results of the dice roll, and then as the conflict develops and becomes more complex, how to apply the Power of successful rolls to inflict conditions on the bandits. Gerrin can also suffer a Status during the confrontation and this is detailed. By the end of the fight, whether he has won or lost, Gerrin will have gained the friendship of the Peddler, and together they climb the mountain as darkness falls… This though, is only the start and together they have a strange encounter in the woods with one of the Creatures of Twilight on the way up, with whom Gerrin may have to make a deal of some kind. Ultimately, Gerrin will find the Rime Thistle and be able to rush back to his village, but if he takes too much time on the mountain—represented by a status—his return may be too late… Lastly, the Legend in the Mist Solo Learn-To-Play Comic Book Adventure guides the player through the steps of seeing how Gerrin is changed by his experiences.

Physically, Legend in the Mist Solo Learn-To-Play Comic Book Adventure is one of the best looking releases for Free RPG Day 2026. The artwork is great and it captures the character of Gerrin in all of possible actions and their possible outcomes. The rules are clearly explained and the story is well written.

The Legend in the Mist Solo Learn-To-Play Comic Book Adventure is a genuinely enjoyable way to learn the rules and setting of Legend in the Mist. By its very nature, its story is short, but reading through it and learning the rules should take roughly half an hour or so for an experienced player. Anyone new to roleplaying will take a little longer.

Saturday, 8 August 2026

Solitaire: Ion Heart – Pilot’s Handbook

It is fifteen hundred years since the Astral Union was formed and sixty-five years since the Emergence Catastrophe occurred. Nephilim Strand Fleets emerged from the Galactic East and for a decade the Emergence War was waged across the galaxy. Over five decades have passed since and signs of the conflict can be found only almost every planet and in the spaces between. Remnants of the original invasion force, as well as individual Nephilim, can still be found lurking at the furthest reaches of the spatial translation Snap Rifts that bind the planetary systems of the Astral Union together. Bandits and pirates are a threat still, as are corporations running rogue operations. One icon of the war that can still be seen today is the Mech. Before the war, it had been designed as an industrial machine for use in construction and mining, and later developed as a combat vehicle, but the Mech rose to prominence during the defence of the Astral Union. Ion Core technology harnessed the latent psionic ability of all sentient beings using advanced A.I. systems to create a Sync-Bond between a mech and its user, enhancing the precision and dexterity of the Mech and enabling the Mech itself to develop a personality of its own and operate independently, but still linked to its Pilot. Today, Mechs are seen far and wide across the Astral Union, the bond between Pilot and Mech celebrated as if they were a knight and the Mech his steed of old. Together, they adventure and explore, help and hinder, protect and perform, often helping where they can, like itinerant, if hyper-armed, ronin of old.

This is the set-up for Ion Heart: Solo Mech Exploration RPG – Pilot’s Handbook.
It is a solo journalling game published by Parable Games, best known for the horror roleplaying game, Shiver – Role-playing Tales in the Strange & the Unknown. In the roleplaying game, the player will take the roles of both Pilot and Mech, who together explore a universe ravaged by war and now recovering, growing together and strengthening their bond. The roleplaying game provides prompts that will drive the story of their adventures that the player will record in short mission logs. These missions typically take the form of an ‘Exploration Loop’—arriving on a planet, discovering a settlement, encountering a Story Circuit, and engaging in combat and travel encounters, as necessary. A Story Circuit is a narrative arc consisting of six parts. The player needs to play through a minimum of three of these before his Pilot and Mech can play out the finale of the Story Circuit, and so complete its narrative before moving. The Story Circuit is pre-written, but the rest is created at the beginning of each loop. To play, Ion Heart: Solo Mech Exploration RPG needs nothing more than some six-sided dice and a means to record a journal.

Ion Heart: Solo Mech Exploration RPG – Pilot’s Handbook includes some background to the setting really intended to provide flavour and detail, rather than mechanical support. This includes the history of the Astral Union, its organisations and what ordinary life is like, an explanation of the Emergent War and who the Nephilim are, and a timeline. Surprisingly, this also includes the various species which a player can chose from. These include Apollonians or humans from the Apollo-Theta system, the reptilian Varziss of the Varziss Triarchy, the bear-like Urvons of the League of Urvo, the winged and nocturnal bat-like Chiros of Chiros Coalition, the centaur-like Kirvae of the Kirvaen Prefecture, and the cat-like Mo’nau of the Mo’nau Republic. In addition to selecting one of these species during character creation, all of this material can be drawn upon when a player is recording in his journal.

The character creation is for both the Pilot and the Mech. The Pilot is defined by Pilot Body and Pilot Presence, whilst Mech is defined by Mech Brawn and Mech Reflex. Pilot Body is his physical capability and toughness, whilst Pilot Presence is his mental fortitude and reasoning skills. Mech Brawn is the Mech’s strength and toughness, whilst Mech Reflex is his speed and agility. All of these start at zero, but are first modified by the Pilot’s Temperament and the Mech’s Weight Class. The Pilot has an Origin—one of the species listed above, a Pilot Goal such as ‘Adventure Forth’, ‘Escape Past’, and ‘Fulfil Destiny’, and Pilot Temperament, which can be ‘Outgoing’, ‘Reflective’, ‘Analytical’, ‘Intuitive’, ‘Mercurial’, or ‘Rigid’. Each of these provide a benefit. For example, ‘Reflective’ means that the Pilot prefers to keep himself and thinks carefully before committing to anything, which grants ‘+3 Max. Mech Shielding’ and ‘+1 Pilot Body’, whilst ‘Intuitive’ means that the Pilot is empathetic, has a poet’s soul, and makes judgements based on what he feels to be right, and that allows his player can ‘Re-roll two failed Pilot Presence Checks per day.’

Creating or building a Mech is slightly—but only slightly—more complex. The Mech has a Class that can either be Light, Medium, or Heavy. This determines whether it favours speed, durability, and powerful weapons, or a balance between the two, and thus its starting values for Mech Shielding and Brawn and Reflex modifiers. Each Mech has a Ranged Weapons System, Melee Weapons System, and an Auxiliary System, which will also help in combat. Since the end of the war with the Nephilim, all Mechs have been reconfigured or designed to have a civilian Specialisation and thus the capacity to be useful out of combat. This can be ‘Shepherd’, ‘Harvester’, or ‘Bridgebuilder’, for example. All of this—for both Pilot and Mech—can rolled for or chosen by the player. Lastly, there is the Ion Core Sync Bond, which represents the connection between the Pilot and his Mech, and in play, determines how many Heroic Actions or Ion Core engagements that can be conducted per day.

Pilot Name: Makwa
Pilot Origin: Urvon
Pilot Temperament: Analytical (+1 to hit in first Ranged Step of any combat)
Pilot Goal: Save Others
Pilot Presence 0 Pilot Body 0
Mech
Origin: Working Relationship
Weight: Heavy
Ion Core Sync Bond 2
Mech Shielding 46
Battle Scars: 0
Mech Brawn +1
Mech Reflex -1
Attacks: 3
Weapons: Scattergun (Damage: 4+D6) [Buckshot: For every hit with this weapon, make an extra free attack with it]; Forge Hammer (Damage: 6+D6) [Crushing Smite: The Meteorite Thunderstrike Ion Core does an additional +4 damage]
Auxiliary system: TN Field Projector
Mech Specialisation: Repair & Rescue
Mech Quirks: 0

Mechanically, Ion Heart is simple. When a player wants either his Pilot or his Mech to succeed, he rolls a single six-sided die and rolls of four or more means the attempt is successful. A roll of one is always a failure, whilst a roll of six is always a success. For the Pilot, bonuses can come from his Presence or Body as appropriate, but if he fails, the player can decide to have his Pilot undertake a Heroic Action. This automatically succeeds, but at the cost of a Sync Bond slot for that day. The Mech can operate by itself when the Pilot is not in the cockpit. In which case the bonuses for the Mech’s own Mech Brawn and Mech Reflex are used, and the roll required to succeed is still four or more. When a Mech has no instructions, it will revert to the Specialisation it has been programmed with.

Combat uses the same core mechanic, but on attacks, a roll of six is critical hit and inflicts more damage. Similarly, a roll of six to defend against an attack is a critical and deflects part of the damage back at the attacker. A round consists of three steps—Ranged, Melee, and Disengage. A Mech’s Level determines the number of attacks per round, but if the Pilot or Mech decides not to attack, they receive a bonus to the rolls to defend themselves. Damage reduces the Mech Shielding, and this is both when the Pilot is out of the Mech and in the Mech. If the Pilot is out of the Mech, it means that Pilot is not taking damage as such, but his ability to pilot the Mech is being affected.

The Ion Core of a Mech and its A.I. means that it can learn over time as it synchronises with the Pilot and it can also overcharge the Mech’s systems. There is no truly safe way to do this, as even if the Pilot and Mech have enough Sync Bond points—which determines the number of times it can be done per day—engaging the Ion Core can still damage the Mech and will damage the Mech if the number of times it is used exceeds the Sync Bond points. When the Ion Core is engaged, it provides the player with a number of choices, such as the aforementioned ‘Heroic Push’, which allows a failed Mech Brawn or Mech Reflex check to succeed; ‘Shields! Full Power!’, which partially restores Mech Shielding; and ‘Meteoric Thunderstrike!’ which enables a single attack that round and has it automatically succeed with extra damage inflicted. In the long term, through play and combat, the latter if the Mech Shielding is reduced to zero and the Mech is disabled, the Mech can acquire Mech Quirks such as ‘Gallant Protector’, which grants a bonus to Defence rolls if Mech Shielding is seriously reduced, and ‘Ocular Misalignment’, damaging its targeting optics! If there is an issue with the Ion Heart: Solo Mech Exploration RPG, it is that it is hard for the Pilot to improve in comparison to the Mech and the Mech is always more interesting than the Pilot as he has no special abilities or skills.

The play of Ion Heart—the ‘Exploration Loop’—begins with the creation the next destination for the Pilot and his Mech. This includes world building, which drills down from system creation through world creation to settlement design. Examples are provided to choose from, but there are tables which a player can use to create his own. The tables are used to create systems, planets, biomes, and settlements as well as encounters that can be friendly, mysterious, or hostile. The latter are backed up with a range of threats that includes other Mechs and Nephilim enemies. What this provides is a broadly drawn environment that a Pilot and Mech can explore and adventure across. It is also the environment upon which the player will map and tell the tale of one or more Story Circuits.

Eighteen of these are detailed in Ion Heart: Solo Mech Exploration RPG – Pilot’s Handbook, taking up half of the book. There are six each of Peaceful, Protective, and Dangerous Story Circuits, and each one is broken down into five scenes, plus a finale. The player has to play through three of the scenes before playing the finale. The Peaceful Story Circuits include ‘The Remembrance Festival’ and ‘Mech’s Birthday’; the Protective Story Circuits include ‘An Ecologist’s Dilemma’ and ‘Volcanic Chaos’; and Dangerous Story Circuits include ‘Our Fight is Not Over’ and ‘Contested Territory’. This is a great mix of story ideas and gives the game a greater longevity than the average solo journaling game.

In addition, Ion Heart: Solo Mech Exploration RPG – Pilot’s Handbook includes guidance on playing it as a two-player game. Instead of each player controlling his own Pilot and Mech, one player roleplays the Pilot and the other player the Mech, and it suggests the players divide responsibilities between journalling and rules referencing, as well as working together to decide on the actions of their shared Pilot and Mech.

Physically, the Ion Heart: Solo Mech Exploration RPG – Pilot’s Handbook is a nicely done roleplaying game. It is fetchingly presented in swathes of soft colours and easy to read and understand.

Initially, Ion Heart is a challenging given that until a Pilot and Mech survive a Story Circuit and can go up a Level, there is not much in the way of modifiers to affect the dice rolls needed for many actions. This is why the Sync Bond and engaging the Ion Core is so important as it can get the Pilot and Mech out of a tight scrape, but it is more important early on in the game when there are fewer modifiers to skill rolls and fewer chances to engage the Ion Core with any degree of safety. However, careful play and some luck will get the Pilot and the Mech through most situations, and it may help if the player goes through a Peaceful Story Circuit first so that his Pilot can gain a Level.

Ion Heart: Solo Mech Exploration RPG – Pilot’s Handbook explores the relationship between Pilot and Mech, much like a knight and his horse. They are both bonded, literally in the case of the Pilot and Mech with the Sync Bond mechanic. What is so attractive about Ion Heart is that although there is danger to be found and threats to be confronted across the Astral Union, the universe it depicts is not a dark one, but one of hope and restoration, as the Pilot and Mech wander from place to place, in peripatetic fashion, ronin-style. Then unlike other solo journalling games, Ion Heart not only comes with eighteen Story Circuits to tell, but leaves the world open. There is no set ending that the player is striving for and when he has completed the eighteen Story Circuits, he is free to create his own and continue the story of his Pilot and Mech, or wait for expansions from the publisher. In other words, it is up to the player to decide when the story of his Pilot and Mech ends.

Ion Heart: Solo Mech Exploration RPG – Pilot’s Handbook is a rather charming journalling roleplaying game, enjoyably optimistic in tone, and with richness of stories to tell.

Saturday, 6 June 2026

Solitaire: Be Like a Cat

There is a world out there for every cat to explore—gardens to laze in, rooftops to laze on, trees to climb, sheds to investigate, fences to scamper along, other cats to scowl and yowl at, humans to run away from and humans to properly socialise, and all in territories to mark and make that cat’s own. Be Like A Cat: a solo/two-player roleplaying game offers the opportunity for a player to explore that world from cat’s own eye level and tell the story of that exploration in a journal. By default, that story will be one set across the urban world that we are all familiar with, but options included in Be Like A Cat can take the player and his cat into other genres, including a dystopian future, ancient Egypt, the far future aboard a space station, and  even aboard a pirate ship! If this sounds familiar, then it is because it follows the format of Be Like a Crow: A Solo RPG, in which the player takes the role and tells the story of a Corvidae—crow, magpie, jackdaw, or rook—over multiple landscapes and differing genres. Indeed, Be Like A Cat is by the same author and from the same publisher, Critical Kit Ltd. Where Be Like a Crow requires a deck of ordinary playing cards to play, Be Like A Cat requires a handful of dice.

Be Like A Cat: a solo/two-player roleplaying game casts the player as either a Feral, Stray, or Domestic Kitten. The Kitten will explore a world mapped out on a Territory Tracker, adding rivers, parks, houses, trees, shops, businesses, restaurants, churches, street markets, and more, encountering all manner of creatures, including other cats, dogs, pigeons, rats, humans—old and young, and goats and llamas! Some of these encounters will be resolved with a fight, but not all of them, and as the Kitten moves from one type of territory to another, it can mark it as their own, hopefully permanently. As a Kitten explores, it will age, first into a Young Adult, and into a Mature Adult and a Senior. It will improve many of its skills when it does so at these stages of its life. The play of the game continues until a scenario’s goals have been fulfilled, all of the Territory Tracker for a scenario has been mapped out, the Kitten has reached the age of a Senior, or when it has run out of Lives.

A Kitten—and thus a cat of any age—is defined by sixteen skills, grouped into four categories. The skills are rated between one and six. The Kitten will have a Background— Feral, Stray, or Domestic—which will determine its appearance, behaviour, starting location, and bonus and weakness. For example, a Feral Kitten takes good care of itself; is unsociable and prefers to retreat or aggression; has a starting location of woodlands, countryside, a farm, or park; as a Bonus, rolls Prowl and Hunt skill checks with courage; and as a Weakness, rolls Cute and Signal skill checks with timidity. Of course, a Kitten has nine lives, each of which is lost when a Kitten loses all of his Health.

Hercule
Lifecycle Stage: Kitten
Background: Domestic
Starting Location: Back Garden
Bonus: All Social skill checks
Weakness: Balance and Jump skill checks
Health: 5
Lives: Nine
SKILLS
Survival: Prowl 1, Hunt 1, Mark 3, Preen 1
Social: Cute 3, Scare 1, Play 2, Signal 2
Travel: Jump 1, Climb 3, Balance 1, Land 1
Combat: Claw 1, Bite 1, Pounce 1, Evade 1

Mechanically, Be Like A Cat is a dice pool system. When a player wants his Kitten to undertake an action, he rolls the dice for the appropriate skill. Results of four and five count as one Success, whilst six counts as two. Rolls of one count as minuses and reduce the number of Successes rolled and if the total number Successes is negative, the Kitten loses Health. One or two Successes counts as a successful action, whilst three or more Successes is an outstanding outcome and the next roll is made with Courage. If the roll is made with Courage, a player can reroll any die that did result in a one, whilst rolls with Timidity means that results of four do not count.

Combat use the Claw, Bite, Pounce, and Evade skills. Claw and Bite are used to attack and inflict damage, whilst Evade is used to avoid attacks. Pounce is rolled to pin the defender down and if this can be done for three rounds, the defender will yield and if the defender holds territory, it also gives this up to the attacker. Social encounters are set up using the reaction table and the encounter verbs in the ‘Urban Cat’ scenario. In addition, a Young Adult and Mature Adult suffer a ‘FRAP’ or ‘Frenetic Random Activity Period’ or a ‘zoomie’. It occurs when two sixes are rolled for any action, and then the Cat rushes off in random direction.

The structure of Be Like A Cat consists of four phases. These are to move or stay, check for and resolve any encounters and any events, and then potentially take control of the location. The roleplaying game includes a cheat sheet and each scenario includes tables for locations, encounters, ‘Yes, and…’, and genre appropriate tables. The ‘Yes, and…’ table gives events that help the player add depth and detail. The genre scenarios also add objectives. For example, for ‘Brave Mew World’, the Kitten is uploaded to a corporate mainframe and sent to locate and copy eight databases, equipped with augmentations that can be salvaged from opponents the Kitten defeats, whilst the Kitten is searching for scrolls under the temple of Rameses II in ‘The Book of Bastet’, from which it can gain Boons, ultimately leading to a showdown with Bastet’s sworn enemy.

In addition, Be Like A Cat includes options for two players instead of one. These include taking it turns to control the actions of the Kitten; competitively, with each player controlling a different Kitten; and finally with a Game Master. The competitive option shifts Be Like A Cat towards being more like a board game, with the players competing for territory, whilst the option with the Game Master makes Be Like A Cat more of a traditional roleplaying game.

Physically, Be Like A Cat: a solo/two-player roleplaying game is a clean little book with some decent artwork. It is an easy read.

Be Like A Cat: a solo/two-player roleplaying game enables a player to explore the world (and other worlds) from a cat’s eye view. Some worlds are more fantastical than others, but the point of view has its own magic, that of an animal whose life we as owners and passersby we only see parts of. Be Like A Cat: a solo/two-player roleplaying game lets us imagine all of that world and in some cases, more. Be Like A Cat: a solo/two-player roleplaying game is perfect for the cat lover who roleplays and for the cat lover who wants to try something a little different.

Saturday, 25 April 2026

Extra! Extra!

What initially stands out about Deadline – A Clockwork Press: A News-Chronicling & Map-Making TTRPG is its physical presence. It consists of what appears to be a tabloid newspaper that comes in an envelope of its own. So, it has a slightly rough feel to it, even a cheapness to it. However, because what that quality hides is a rather engaging storytelling in which the players get together and create a city and tell its story—or at least the stories that are reported in its newspapers. This is the simple set-up for Deadline – A Clockwork Press, a map-making and storytelling—or rather story reporting—game. In a single session, the players create a city whose origins are medieval and propel it forward into an age of steam-powered industry, corruption, and rebellion, plus a pinch of the arcane. Once that is done, they take it in turns to develop and report stories that explore the city, investigate the benefits and detriments of the new industries, uncover that corruption, and perhaps get a little ensorcelled along the way. It is published by The Wanderer’s Tome, best known for Flabbergasted!A Comedy Roleplaying Game inspired by Jeeves and Wooster and Fawlty Towers, and perhaps could be used to create a city for that roleplaying game as an alternate setting. Deadline – A Clockwork Press is inspired by cities such as Pratchett’s Ankh-Morpork and Lovecraft’s Arkham, and Dunwall and Midgar from the Dishonoured and Final Fantasy VII computer games respectively. It designed to be played by up to four players, but can be played solo. It can also be used to create cities where steampunk and magic is rife for other roleplaying games, to create a city that can have stories written about it, or it can simply be an exercise in creativity and storytelling with geography for a single afternoon.

Deadline – A Clockwork Press: A News-Chronicling & Map-Making TTRPG comes as a twenty-four page newspaper. The players will need one twelve-sided, two six-sided dice, and a twenty-sided die as well as pens and pencils in a variety of colours. In addition, the players will need a City Record (broad)sheet upon which they can record its political climate, power source, primary industry, and arcane influence along with its districts and factions. Plus, a sheet upon which they can draw the map of the city. It is played in two phases, the Establishment Phase and the Chronicling Phase.

In the Establishment Phase, the players discuss what elements of the city interest them and the tone that they want to set. Then they take it in turn to roll for the city environment, its eight districts, political climate, power source, primary industry, arcane influence, notable features, and lastly, they name it. Some prompt a player to draw another element on the map. For example, a crater city is located in the crater formed by an ancient meteor impact with the crater’s wall forming a natural defence and then the player is directed to draw the crater’s edge as the limits of the city. Others prompt a player to answer questions, such as for the city’s primary and trade being arcane research, explaining what areas of arcane research are conducted in the city. The arcane influence is where it begins to get a bit weird, with entries such as ‘Echoes of Past Lives’, ‘Eternal Fog’, and ‘Eldritch Horrors’. Possible notable features include gardens, bridges, fighting arenas, clock towers, and more, and the players add two of these. At the last step of process, there is a helpful table for naming the city. By the end of the Establishment Phase, the players will have created a fully fashioned city with notable buildings and geographical features and more, but none of this is set in stone, the players being free to adjust their creation to their satisfaction.

Then, in the Chronicling Phase, the players get to play with their city. They work as journalists, writing the headlines for events which occur in the city. They need to decide what type of newspaper they work for and what its outlook is and which group in society it usually aligns with. (This also lends itself to the possibility that each player could be writing headlines for a different newspaper rather than the same one, though this is not explored in Deadline – A Clockwork Press.) The Chronicling Phase consists of a series of News Cycles, typically one, two, or three on a playthrough. Each News Cycle consists of six headlines, beginning with an Arcane Headline, followed by four Minor Headlines, and finished with a Major Headline. The Minor Headlines can be political, environmental, unrest, culture & society, infrastructure & innovation, and outsider influence. For example, an Arcane Headline might be ‘Magic Users Hunted’, followed by the Minor Headlines of ‘Civic Protest’, ‘Aberrant Weather’, ‘Masked Vigilante’, and ‘World Showcase’, before ending with the Major Headline of ‘Public Execution’. At each stage, the players come up with headlines and sub-headlines for their newspapers and even though there is a table of suggested headline formats, this is actually not that easy. After all, this is normally the purview of professional journalists and editors, not someone sitting down to play a game and tell a story. This does not mean that it cannot be fun though.

Physically, Deadline – A Clockwork Press is very nicely, thematically presented as if it was a newspaper. Alongside the multiple tables of prompts there are engaging adverts that definitely feel as if they should be in an actual nineteenth century newspaper. The only issue with Deadline – A Clockwork Press is its physical nature. In newspaper format, it cannot avoid feeling flimsy.

What is interesting about Deadline – A Clockwork Press is that although by the end of a playthrough of its two phases, the result is twofold, one of which is not what you would expect. The obvious one is the creation of a city and its geography; the less obvious one is its history. The city has a history because it is being generated during the play, but only in the broadest of strokes and instead of the history being recorded as is, it is being reported upon and an opinion being formed on each and every incident. The play is not to create history so much as reportage. There is still room to create that history in detail, though perhaps away from the game itself, because that is not what the players are creating in play. Plus, more reportage in the game if the players want to continue with more playthroughs of the Chronicalling phase as many times as they want.

Deadline – A Clockwork Press: A News-Chronicling & Map-Making TTRPG combines an utterly charming physical presence with an intriguingly different approach to map-making and storytelling. It is an entertaining process and the results have potential to be explored beyond the confines of the roleplaying game’s headlines.

Saturday, 11 April 2026

Solitaire: Lost in the Deep

You came to the Kingdom Under the Mother Mountain with hope in your heart. The great mountain realm was founded long ago by your ancestors, a wonder of the age, its great halls, high galleries, towering columns, and deeply delved mines, the subject of saga and song, and then of legend as a great evil wormed its way up and brought an everlasting darkness and killed out before it. The few Survivors fed with a great fear in their heart. Then you returned as one member of a host of Dwarven warriors who came to the lost halls of the ancestors, to retake it and drive out the blight that has beset for generations, and rebuild it in the name of your ancestors. To restore it to its former glory and give your fellow dwarves a home once again. Yet you failed. In mapping out the endless ruins, your band reached as far as your ancestors and committed the same folly. You unwittingly set free an ancient evil that lay asleep for generations, and one-by-one, it has butchered your companions in the most terrifying ways possible. You are the last Survivor.

This is the set-up for Lost in the Deep. Published by Old Skull Publishing. It is a solo journaling game based on the mechanics and structure of The Wretched, published by Loot the Room, but is a standalone title. The game requires an ordinary deck of playing cards without the Jokers, a six-sided die, a Jenga or similar tower block game, and a set of tokens. In addition, the player will require a means of recording the results of his playthrough. A journal, especially one finely bound, along with an ink pen, seems appropriate. As with other games that adhere to The Wretched template, there is little to no background in Lost in the Deep. This is because as with The Wretched, the inspiration for Lost in the Deep is obvious. For The Wretched, it was the film Alien, whereas for Lost in the Deep it is J.R.R. Tolkien’s Middle-earth, specifically, Moria. Even more specifically, the attempt by Balin and his cohorts to retake Khazad-dûm. The inspiration is obvious from the blurb on the back cover and the author makes it clear in his introduction.


Each day, the Survivor will count his last few remaining torches and meals, wandering through the halls and galleries and mines of the Kingdom Under the Mother Mountain, hopefully working his way towards the exit, but always with the feeling that the Evil under the Shadows is breathing down his neck. All whilst recording the day’s events in his journal. Can the Survivor discover the exit to the Kingdom Under the Mother Mountain before the Evil under the Shadows or its minions catches up with him? Will a rescue party reach him before it is too late? Will his torches and food last long enough before it is too late?

The game is set up with the Jenga tower and the deck of playing cards—sans Jokers—shuffled. Each turn, or day, the player consults the Dwarven Runes or cards. To do this, he rolls the die and draws that number of cards and resolves them, following their instructions, including removing pieces from the Jenga tower as directed. Each card represents an event, a vision, or encounter. The Dwarven Runes corresponds to the four suits of the ordinary deck of playing cards. Thus, Hearts are ‘The Mines’ and represent events that occur as the Survivor explores the Kingdom Under the Mother Mountain; Diamonds are the Survivor’s ‘Strength & Resources’ and when drawn represent him running out of food, water, or torches and so becoming exhausted; Clubs are ‘Memories and Hope’ that the Survivor has of his fallen comrades, and perhaps can draw inspiration from them; and Spades are ‘The Evil in the Shadows’, signs that that either it or its minions have been here already, are drawing near, or worse, have found you and you must face them. A Spade card is not entirely without hope, for there are relics which can help the Survivor drive off the forces and influence of The Evil in the Shadows, if only temporarily.

The thirteen entries for each of the four suits all serve as prompts for the Survivor’s journal. They are roughly divided between two types. Some like the three of Diamond for ‘Strength & Resources’, which prompts the player with, “You have lost some blood in a battle against a couple of undead dwarves and feel very dizzy. What did you feel when you fought the remains of your ancestors? PULL A BLOCK FROM THE TOWER”. Others like the ten of Clubs, gives just a prompt like, “You remember a friend who warned you before you came on this expedition. They talked about a nightmare they had of a demon hidden in darkness. Why did you all forget about it?” A few are more positive, but not many… The King of each suit provides a simple prompt, but unlike other cards, they are not discarded and the prompt is ignored until the fourth King card is drawn. Only this last prompt is counted as it marks the end of the Survivor’s journey and failed escape attempt from the Kingdom Under the Mother Mountain. The nature of his death is determined by the suit of the King card.

The Ace card of each suit provides a benefit of some kind, but only one, the Ace of Hearts, presents the Survivor with a chance of freedom. Even then it is fraught with one last peril, one last pull of a block from the Jenga tower.

Physically, Lost in the Deep is cleanly and tidily presented. It is lightly illustrated, but the artwork is excellent.

Lost in the Deep is the story of an escape attempt and very rarely an actual escape attempt. This does not stop it from being from a hopeful game, but that hope is wrapped in darkness and claustrophobia, of a fear that the Survivor and player know is lurking in the darkness coming ever closer. Lost in the Deep is a journaling game about facing fear and overcoming horrors in the dark, about how the Survivor of a doomed expedition copes alone, knowing that almost everything is lost, and perhaps having his hope born out… It is about the journey of the Survivor’s emotions, not the end of the journey.

Saturday, 21 March 2026

Solitaire: To Honour And Obey

It is the traditional role of the woman to stay at home, to maintain the household, and raise the family whilst their husband is away at work, at war, and at other duties. The stories of such women have long been explored and examined in fiction, but rarely in roleplaying. To Honour And Obey is a roleplaying game in which the tale of one such woman can be told. In particular, it is the tale of a woman who has married well to a man of status who has land and a title. He is also a man with duties who owes fealty to the King and when the call comes, must ride away to serve him, that is simply serving as part of a garrison, going on campaign, or undertaking a quest. Thus, she is left alone, barely married for four months and pregnant with their first child and potentially, his heir. The castle is cold and drafty, the household staff equally as cold and unwelcoming, and threats lurk on the edge of her husband’s fiefdom. Raised to be a good wife and a suitable match for any knight, the lady must prove herself of undertaking all of the tasks that her husband would see as his duty were he at home. Manage the household, see to the land, protect it from dangers, and ensure the safety of the peasantry. This is the task faced by the player in To Honour And Obey, ‘A solo game about an Arthurian lady protecting her own.’

To Honour And Obey is published by Twelve Pins Press. It is both a solo journaling and an epistolary roleplaying game told in five acts in which a lady must survive the winter faced by travails that her mother failed to warn her about. It uses Blinking Birch Games’ Anamnesis system and thus to play, it requires a Tarot deck, a notebook and pen, and some tokens, as well as a coin. To set up, the player separates the Tarot Deck into five individual decks consisting of the Major Arcana, Wands, Swords, Cups, and Pentacles. The player then draws two cards from the Major Arcana. The first is the Lady’s Strength, which can be a talent, a quality, a skill, or a secret. Whenever the Lady uses her Strength to deal with a problem, a token is placed on the card. The second is reversed and is her Enemy. When the Lady is confronted with a problem that she is unable to deal with at all or simply badly, or acts out of desperation, a token is placed on the card. The player always decides, except when a card is drawn reversed, in which case a token is placed on her Enemy. To Honour And Obey does suggest three sample Strengths and Enemies, but more would have been both nice and further supported its replay value.

To Honour And Obey is played in five acts. The first three acts switch between the action and epistolary, from surveying her situation to writing to her mother, from facing her enemies acting against her to writing to her husband, and so on. Her player draws three cards from the Pentacle. This generates three questions. For example, “You have a friend who you can never spend enough time with when you are attending your wifely duties. Who is she, and how quickly have you made plans to see her?”, “As you stand by the gate a man watches you from a window. What about his gaze makes your skin crawl?”, and “As he rides away, you think about the one person you wish was here to offer you support and wisdom. Why are they not with you right now? Do you cave in, and in a moment of weakness, ask them to come?” The player answers these questions and moves onto epistolary action. As the Lady, the player writes to her mother, telling her about the keep, her duties, insecurities and fears, love and resentment of her husband, and fears for the future, before asking for advice. She has a chance to act on it and gain a token for her Strength card, before the player moves onto the second act.

As the story progresses through the subsequent acts, the Lady deals with issues in her husband’s fiefdom and then writes to her husband, never knowing when he will write in reply and even if he is still alive; tries to find out more about her enemies and writes to the Queen—perhaps even for help; finally ultimately face her foes, in turn direct attack, treachery, scandal, and illness. In the final, the Lady will face Ending, its nature determined by a Major Arcana card, her fate determined by which card has the most tokens. More tokens on her Strength indicates victory, whereas more on her Enemy indicates defeat. It is easier to accrue tokens on her Enemy than it is on her Strength, meaning that the Lady’s ending is often one of tragedy.

The story at the heart of To Honour And Obey is structurally the same and each time the Lady is going to answering the same broad questions and facing the same sort of difficulties. Where the variation comes is in the exact nature of those difficulties as prompted by the drawing of the cards. When it comes to replaying To Honour And Obey, the challenge is creating answers to the broader prompts about the Lady and her relationships rather than the external threats that she faces.

Physically, To Honour And Obey does need a slight edit, but is otherwise well presented. It is also illustrated by a range of fitting Pre-Raphaelite artwork.

The role of the woman and how much she supports and makes sacrifices for her husband even when he is not there  in Arthurian legend is often overlooked and often tragic. To Honour And Obey is an opportunity to bring her tale to light and hear it her told from her perspective.

Saturday, 8 November 2025

Solitaire: Jude’s World

From the outset, Jude’s World faces a challenge in terms of the audience it will not appeal to. Not because it is a bad game, but rather because of its subject matter. It is a solo storytelling and journalling game, and over the two decades that the hobby has had storytelling games, they have generally dealt with generally non-commercial subject matters in a fairly direct manner. These have included love, betrayal, survival, community, mysteries, loyalty, magic, and many more. Jude’s World though, deals with divorce. And for a sizeable percentage of the gaming community—as in society, in general—that may be too sensitive a subject matter, especially one to turn into a game. And that is whether they were a child whose parents separated and divorced or an adult who has a child and goes through a divorce with a partner. For others though, Jude’s World may be as fantastical a concept as going down a dungeon and fighting monsters. More interestingly though, Jude’s World has also been written in response to the Walt Disney film, The Parent Trap, both the original 1961 version and the 1998 remake, which the author describes as being a very conservative view of marriage and relationships. This in addition to the quite bonkers nature of the films’ plot (and the German book it is based upon, Lisa and Lottie, by Erich Kästner).

Jude’s World is published by Button Kin Games, best known for its collaboration with the excellent Odd Jobs: RPG Micro Settings Vol. I and it requires nothing more than a means to record the player’s progress, two six-sided dice, and a deck of Tarot cards. In Jude’s World, the player takes the role of twelve-year-old Jude, writing a diary about the breakdown of the marriage of their parents, Mika and Jamie, and then their effort to get them back together again. Essentially, just like The Parent Trap, but without a twin. Of course, a player need not roleplay Jude and need not set their efforts in the default period of the here and now for Jude’s World. The player is free to assign whatever names he wants and set his playthrough where and whenever he wants.

Jude and their parents are very lightly defined. In fact, it comes down to the single sentence, ‘Jude is XXX, who XXX’, where the ‘XXX’s are defined by the player’s initials and those of his favourite teenage icons. So, for example, mine would be ‘Jude is a philosopher, who loves movie nights’, whilst those for Jude’s parents would be ‘Mika is social butterfly, who speaks multiple languages’ and ‘Jamis is a goody two shoes, who wants to go to space’. Besides this, Jude has a stat called ‘Teen’ which measures their progress from pre-teen to teen and rated from zero to five, beginning at zero. Their parents have ‘Hearts’ and ‘Hurts’. ‘Hearts’ runs from one to five and starts at one, and represents the love that Mika and Jamie had for each other. ‘Hurts’ runs between one and three, starts at two, and represents the pain they have caused each other. If it rises to three, Mika and Jamie have a fight and lose two Hearts! Ultimately, the aim of Jude’s World is for Jude to get her parents back together, indicated by increasing their parents’ ‘Hearts’ to five, whilst increasing their ‘Teen’ value represents their increasing maturity.

Set-up begins by having Jude ‘Build a Life’. This is done by creating a nine-card Tarot spread, roughly shaped like a house, that indicate what Jude and Mika care about apart from Jude, how they met and what drew them together, obstacles they overcame and what they sacrificed to have Jude, a personality trait for Jude, what Jude’s happiest memory of their family is, and what they know about their parents’ break up. This represents the past for Jude, whilst her future is defined by having her ‘Rebuild a Life’ using the same nine-card Tarot spread.

As he draws the Tarot cards, the player will interpret and use them to tell the story of Jude’s efforts to get their parents back together. The Minor Arcana consist of Pentacles representing wealth and work; Cups emotions, health, family, and friends; Swords are intellect and school; and Wands are creativity and hobbies. The Major Arcana, such as Death, The Sun, and Justice represent major milestones. ‘The Fool’, ‘The Magician’, and ‘The High Priestess’ form the Twists stack, whilst three Minor Arcana form Jude’s Keepsakes stack. It is not a matter of drawing a single card each time, since that would produce a build which could be interpreted as a story, but which was wholly random. Instead, the player draws three cards on a turn. One he keeps, the others he returns randomly to the deck. The drawn cards represent different aspects of Jude’s life and that of their parents. Numbered Minor Arcana are Keepsakes, such as ‘A picture of an old house’ or ‘A teddy bear holding a stuffed heart’, that their parents once held dear and which Jude uses to strengthen the emotional effect of the Traps they will lay for them. Face Minor Arcana are a foil or an accomplice, part of Jude’s life, such as a popular and ambitious older teen for ‘Knight of Cups’ or an authoritative, determined adult for the ‘King of Swords’. An accomplice will help Jude get their parents back together, whilst a foil will not. Major Arcana are Twists, big events in Jude’s life, such as standing up to a bully for ‘The Chariot’ or running away for the night for ‘The Fool’. Effectively, these are all prompts and all handily listed in Jude’s World, which the player is using to tell and then record Jude’s efforts.

There are twin drives to Jude’s World and the key them are the Twists, which can either be picked or used to ‘Spring a Trap’. Picking a Twist, a big event in Jude’s life, increases their Teen score and their maturity, whereas a Twist is used along with three Keepsakes to ‘Spring a Trap’. The player uses a Twist and three Keepsakes to trigger a Trap and then rolls for the results on the table. An Accomplice or a Foil add a bonus or penalty to the roll if present. Results vary widely. A ‘Failure’ increases Hurt by one. A ‘Partial Success’ gives three options—adding a Heart and changing an Accomplice to a Foil; increase Heart and Hurt by one each; or reduce Hurt by one. A ‘Full Success’ increases Heart by one. An ‘Outstanding Success’ also increases Heart by one and adds further options of turning a Foil into an Accomplice, Reducing Hurt to zero, or increasing Heart by one again. The three Keepsakes are discarded, as is the Major Arcana used for the Twist if the result was a failure. On any degree of success—Partial, Full, or Outstanding— the Major Arcana is added to the ‘Rebuild a Life’ spread.

Mechanically, the flow and aim of the game is to build up enough Minor Arcana as Keepsakes and one or more Major Arcana as Twists to set a Trap for Jude’s parents to make them remember what was good about their relationship and why they got together in the first place, and to try get them back together again. The player will do this multiple times, working to fill in the nine-card ‘Rebuild-a-Life’ spread. Thematically, the player is recording the story of how this happens and what the outcome is, as well as making discoveries about Jude’s parents using the cards of the Tarot deck together with the prompts listed in the book.

Also thematically, the player is exploring his past. Primarily, his memories of being both a pre-teen and a teenager, but also the breakup of his parents’ relationship and his reaction to that—if that happened. There is a degree of intimacy to both, meaning that the play of Jude’s World is potentially more personal and even more painful than other roleplaying games, even storytelling ones. Plus, that intimacy can be exacerbated because Jude’s World is played alone and the player is not just drawing upon personal thoughts and recollections, but considering them and writing them down. Of course, a player need not draw on his past so heavily or even at all, perhaps playing Jude’s World inspired more directly by the tone of The Parent Trap than is Jude’s World itself. That said, the potential remains. Of course, as the author points out, Jude’s World is not intended and should not be used as therapy.

Physically, Jude’s World is a decently presented book. The cover is striking, but whilst decent enough, the internal artwork is more functional. The layout of the book as a notebook with coloured tabs down the side is appropriately effective.

Jude’s World is a well designed and thought out game that showcases the types of stories that possible within the storytelling genre. This is a coming-of-age story, one of the trauma of family break-up, but also an attempt to repair that trauma and put the family back together. It also offers flexibility in how a player approaches its play and replayability in the use of the Tarot deck and the prompts in the book. However, its degree of intimacy and the feelings and memories it can engender make it less of a comedy, coming-of-age drama for some players than the author intended.

Saturday, 18 October 2025

Solitaire: Single Player Mode

The nature of solo play has changed. For years, solo play involved either a ‘Choose Your Own Adventure’ style book of programmed encounters such as The Warlock of Firetop Mountain or a computer game. Then COVID-19 occurred and everyone went into Lockdown. How were we to roleplay, a hobby that by its very nature involved others? The response has been twofold. Both offer the means to roleplay solo. One is the ‘Journalling’ game, such as The Wretched, which provides a set of rules and prompts that the player can use and respond to in order to tell a particular story and then record that story in a journal or diary. The other is a set of solo rules designed to work with an existing roleplaying game, but instead of telling a particular story, offer a wider range of story possibilities within the framework of the roleplaying game’s genre or setting. In addition to roleplaying his character, the player takes on the duties of being the Game Master, not just roleplaying the NPCs and their motivations, but also adjudicating the rules. This is what Single Player Mode is designed to do.

Single Player Mode is a supplement for Cyberpunk RED, the fourth edition of R. Talsorian Games, Inc.’s venerable Cyberpunk roleplaying game. It is designed by the creator and host of Hollowponds Solo Sagas, which includes soloplay throughs of Cyberpunk RED. It first makes the point that Single Player Mode is all about playing ‘solo’, not playing a ‘Solo’, as in the role within Cyberpunk RED, hence the difference in title to supplements for other roleplaying games which address and provide for the same issue. It also gives answers to the question why play a roleplaying game in this mode, and specifically, why play Cyberpunk RED in this mode? The answers are obvious in that the player may not have a group to game with or a group that is interested in the genre, and that compared to computer games, even one like Cyberpunk 2077, the player is constrained by the environment and the storylines that the designers have created. Effectively, the constraints found—or potentially found—in other ways of play, are simply not present in Single Player Mode.

There is advice on how to set up a campaign, whether the player is controlling one character or a crew, and suggestions as to what other supplements for Cyberpunk RED that the player can use in conjunction with Single Player Mode. That said, the player really only needs a copy of Cyberpunk RED to play. Just like playing Cyberpunk RED, the act of playing Single Player Mode is like having a conversation. In a game sat around the table or online, that conversation will be between the player and the Game Master, the player asking questions about what his character can perceive about the world around him and the Game Master supplying the answers, and so on and so on. In Single Player Mode, this conversation has to shift and some of the responsibility has to fall on the player because there is no Game Master. Some questions, such as, “Can Julee snatch the pass from the security guard?” or “Does the ganger spot where Mouse is hiding?”, require a simple Check against a Difficulty Value as in standard play of Cyberpunk RED. However, some questions cannot be answered with a simple ‘yes’ or ‘no’, and that is where the Oracle comes into play.

The Oracle is the primary tool for running Single Player Mode, and similar versions are used in other roleplaying games. This is designed to give interesting answers to Closed Questions. For example, “Is ‘Fangs’ Prifti loyal to the Syndicate?” or “Are the Ninth Block Dragons on the hunt tonight to hit their rivals, 7/11 Slicers, tonight?” The Oracle can give a simple ‘Yes’ or ‘No’ answer to a Closed Question, but the other three answers it can give—either, ‘No with Complication’, ‘Complicated’, and ‘Yes with Complication’—are a lot more interesting and lend themselves to a nuanced answer. In all cases, the player now has to step into the role of the Game Master and actually flesh out the answer. However, Single Player Mode goes beyond just using the Oracle for answering Closed Questions and prompting the player to develop an interesting answer. In combination with the supplement’s many, many tables of lists and prompts, it can also be used to answer Open Questions. The most basic of these are the Verb, Noun, and Adjective lists, for example, ‘Breach’, ‘Cop’, and ‘Redundant’, but after that, the tables provide content after content after content. Sights, sounds, and smells, locations both generic and specific to Night City, factions such as companies and corporations, crime organisations, law enforcement or security, gangs, and more, peoples and NPCs and the means to define them, things including fashion and fashionware, firearms, kibble flavours, things to be found on a variety of corpse types—Cyberpunk RED style, media, missions and plots, story beats, and random encounters and threat ratings.

All of these tables—and they do take up over half of Single Player Mode—and their content is designed to serve as prompts from which the player is expected to develop interesting and playable content that both himself and his characters can engage with. With those in hand, Single Player Mode explores how they can be used in the context of the three main challenges that an Edgerunner will face in Cyberpunk RED, all beginning with setting a goal and following through. These are investigative, social, and combat challenges. Investigative and social challenges are built around the number of Skill Checks required to completely investigate a scene or situation or successfully interact with an NPC. Failed Skill Checks do not necessarily impede either, but rather add a complication that delays or impedes the process, or simply forces the Edgerunner to look for another angle. Of course, the main difference between the two is that the player will need to roleplay the NPCs and imagine what they want, and also that Social Skill Checks are opposed.

The fundamental question that Single Player Mode does ask is if a combat is necessary. If it is, there is an option given for quick and dirty combat if the player does not want to break out the full rules. Again, there are options given for failure, though here to avoid a ‘Total party Kill’ or TPK, rather than to avoid not finding a clue or interacting with an NPC to a desired outcome. There are quick and dirty Netrunning rules too, which are not intended to be used where Netrunning is a strong part of the narrative. To further add an element of the unknown and the random, Single Player Mode suggests using ‘Play Clocks’ which use dice pools rather than the traditional segmented clock diagram. The player creates triggers for a scene and when these occur, rolls the dice pool. Dice with results of one are removed from the pool, shrinking the dice pool for the next trigger and then when the last die rolls a one, that is when the big thing happens, or the event occurs. Lastly, there is advice on using the Beat Chart system from Cyberpunk RED, primarily that the player should use it to serve the story rather than himself or the Edgerunners, which all builds to using Single Player Mode to run a whole campaign. The advice is brief here, suggesting that the player build on the plot of the previous scenario and the questions it raised to continue the story and playing.

All of this is supported by a thorough and extended example of play. This follows the same player and his crew of Edgerunners through a complete storyline, each example both showing how the rules and guidelines for Single Player Mode work to develop a story and continuing the story. This is an effective counterpart, simply showing whilst the rules themselves are telling how to play.

Lastly, Single Player Mode has one more card or two in its skin pouch. One is that it is not just useful for solo play by a single player. Two or more players could use Single Player Mode as the means to play Cyberpunk RED without a Game Master. This requires co-operation, but has the potential for lots more ideas to be generated from the prompts in Single Player Mode because there are more players involved. The other card is that Single Player Mode can be used by the Game Master to generate ideas for encounters, hooks, and plots, whether that is part of her preparation or in the middle of play. In other words, the prompts are there to facilitate play whether there is Game Master running the game or not and it is up to the player playing solo or the Game Master to interpret them in pursuit of a story that can be enjoyed by all.

Physically, Single Player Mode is cleanly, tidily laid out. The artwork is decent too and everything is easy to read.

Despite its title, Single Player Mode can be played or used in more than the one mode. For the Game Master it is a fantastic set of prompts that she can have at her fingertips as needed. For the player, it is good guide to playing roleplaying games solo and a better guide to playing Cyberpunk RED solo. Backed up by really helpful examples that show the player how to do it, Single Player Mode is an impressive guide to solo play that will prompt the player to not just think about roleplaying a good Edgerunner, but in asking him to take on some of the duties of the Game Master, also challenge him to think about telling a good story too.

Saturday, 27 September 2025

Solitaire: Escape the Domain of the Night Hag

A monster lurks somewhere… Perhaps in the fetid, green mist-enshrouded Miasmarsh or on the stoney shoreline of the Shore of Lost Souls where tormented souls linger. A Hag, who may have captured a friend or whose domain needs to be mapped out for someone else. These might be the only reasons that the unwary, or the foolish, descend into the Domain of the Night Hag, search for her and face her minions before being unlucky enough to confront her or her sisters and face certain death. Perhaps it is better to flee, knowing that you are as wise as you are cowardly, but alive, or attempt to defeat her, foolishly and bravely. This is the story of the protagonist, the would-be hero, who delves deep in desperation into the realm of the Night Hag in Escape the Domain of the Night Hag.

Escape the Domain of the Night Hag is published by Uknite the Realm, best known for Samurai Goths of the Apocalypse. It is a solo roleplaying game, but it can also be played by up to three players without the need of a Game Master. 
It is a dark, grim roleplaying game of monster hunting and survival horror that uses what it calls the ‘Decksplorer System’ which requires a standard deck of playing cards, a token to represent the location of the characters, two six-sided dice, and as the roleplaying game puts it, “Misplaced hope that your efforts shall not be in vain…” Only the Spades suit and all of the Jacks and Kings from the other three suits are required to play. The numbered cards will represent the regions within the Hag’s Domain, the Ace card the start and exit point for the Player Character, whilst the Court cards will form the Encounter Deck, consisting of the Jacks and Kings, her Basic and Elite Minions respectively, and the Queen of Spades, the Hag herself.

A Player Character in Escape the Domain of the Night Hag is simply defined. He will have some Hit Points, a weapon, and an ability. The Ability can be either Evasion (better at escaping combat), Veteran (better at inflicting damage), and Blessed (better at withstanding damage inflicted by the Hag). He may also be wearing some armour and carrying some equipment. To create a character, a player rolls for all of these, but could also roll on the ‘Quickstart Characters’ table which gives more detailed—but not too detailed options.

Jerome
Hit Points: 6
Weapon: Hand Axe
Ability: Evasion
Armour: Mail (3)
Equipment: Torch

Mechanically, the dice are rolled when a player wants his character to undertake an action and then to generate an Encounter entering a new Region, and to search for Loot. Two six-sided dice are rolled, and each dice is counted. Rolls of three or less are Failures and rolls of four or more are Successes. Rolling two Failures will have bad consequences, which can be taking full damage in fight; failing to flee and taking half damage when fleeing to a neighbouring region; and drawing two Encounter cards when entering a Region. Rolling a Mixed Outcome—one Success and one Failure, would mean suffering and inflicting half damage in a fight; successfully fleeing, but having to roll on the Consequences table; and drawing one Encounter card. Two Successes means dealing full damage; fleeing without taking any damage; and drawing no Encounter cards, but rolling on the Loot table instead.

In addition, in a fight, armour does not protect absolutely. There is a chance that it will stop every point of damage, but there is also a chance that it will not or that it will not, plus the armour is also damaged itself to the point where it is useless. This is rolled for on a point-for-point basis. Typical attacks inflict either one-two, or three points of damage, so the rolling for armour protection is not too cumbersome.

The set-up for the play of Escape the Domain of the Night Hag involves shuffling the Region deck and laying out its cards in any connected fashion that the players want and then the Encounter Deck from which the players will draw the monsters that their characters will face. The players should also decide or roll for an objective
. Four such objectives are suggested, meaning that the replay value of this admittedly small roleplaying game is limited.

In play, the Player Character (or Player Characters) starts on the Ace card and moves from one card to the next. The new Region card is turned over and its location noted (though it does not affect game play) and then a check is made to determine how many Domain cards are drawn from the Encounter deck. If the Player Character defeats the minions of the Hag or enters a Region without any of her minions, he can search for Loot. Most of the items found will be useful—weapons, healing elixirs, armour, and a Holy Symbol or a Clock that will grant the Player Character an ability like Blessed or Evasion.

The ultimate aim, of course, is to locate the Hag and defeat her. The effort to do so is gruelling, the mechanics rarely letting up or offering any respite, the player hoping that he is going to get lucky on the dice rolls, whether that is to defeat the minions, have his character’s armour withstand the blows, and perhaps find something useful when looking for loot.

Escape the Domain of the Night Hag is not about entering her domain as such, but about when to decide to run away, whether that is because the Player Character has been successful, or more likely, he is so hurt that he cannot continue. Unfortunately, it is all a bit mechanical and lacking. The nine Regions of the Hag’s Domain are named and described, but never come alive and have no effect on game play, so just remain spaces in which the Hag’s minions lurk, waiting for the arrival of the Player Character. There are no encounters with anything other than Hag or her minions, and so there is no variation in play except what type of minion the Player Character will be fighting. If a player was keeping a journal of his play through of Escape the Domain of the Night Hag, he would likely have to work a little harder to give it that bit more of a story. If played as a group, then the players might want to take it in turns to add some narration to give their play through some substance. That said, Escape the Domain of the Night Hag is not designed for extended play or multiple plays. It can be played through in an hour or so, and thus quickly set up again if the previous attempt failed.

Physically, Escape the Domain of the Night Hag is white and green text on a dark, almost black background in which things lurk and writhe in green. It is concisely written, so the player will need to read through it with a little care.

Escape the Domain of the Night Hag is more serviceable than engaging. Mechanically, it plays well, presenting a daunting challenge, but the world of the Night Hag is underwritten, and a player will need to work hard to bring it to life and imagine a story.

Saturday, 13 September 2025

Solitaire: Midnight Melodies

You are not dead, but you could be. You hover somewhere between life and death, unable to take the bony grasp of the Grim Reaper and take the next step to the beyond. Perturbed at this state of affairs, it is possible that this has happened before for instead of leaving you, Death gives you a job. A job as well as your night job. A job you will do after your night job. Every night you perform on the stage, playing cool, cool tunes in set after set at the jazz club, and then, when the last of the audience has gone and the lights are up, you find a scrap of paper at the bottom of the tips jar. On it is a name. The name of someone who died at the wrong time and without permission. A name and a death that you have until sunrise to investigate to determine the cause and what happened. You are an agent of the Department of Unauthorized Deaths and in the dark of the night you become a sleuth for the supernatural, using Death-given spectral abilities to slip into the darkest of shadows, seeking the souls of the wrongly departed and bring harmony to them. To aid you in your investigations, the Department of Unauthorized Deaths grants certain supernatural gifts, each of which calls upon different notes in your repertoire, including being able to talk to with the spirits, passing through walls, and even glimpse echoes of the past or the future. Yet rely too much upon such Blue Notes and you may be pulled too close to death…

This is the set-up for Midnight Melodies, a solo roleplaying and journaling game in which you play a jazz pianist recruited by the Grim Reaper. It is inspired by Pixar’s Soul and DC Comic’s John Constantine, but this is a roleplaying game which could be inspired by series such as Tru Calling, Dead Like Me, and Johnny Staccato. It is published by Critical Kit Ltd, best known for Be Like A Crow – A Solo RPG and to play the game, a player requires a six-sided die, a twelve-sided die, a journal or notebook, a cool jazz playlist (the book suggests Ambient Soundscapes – Private Eye Moods: Smooth Film Noir Jazz Mix), and a piano. The latter can be an online piano and Midnight Melodies does not require the player to be able to play said piano.

A Player Character in Midnight Melodies has a name, a set of six Actions, unique Talents, and a Blue Note reserve. There are five Actions—Talk, Move, Force, Handle, and Discern—two of which Dominant, meaning that the Player Character is good at them, and one Diminished, which means he struggles with it. Creating a character is fast simple, rolling for a name and deciding which Actions are Dominant and which one is Diminished.

Skylar ‘Mist’ Monroe
Talk+ Move Force– Handle Discern+
Blue Notes 6

Mechanically, Midnight Melodies is simple. The player selects the appropriate Action, rolls a six-sided die, and adds one if the Action is Dominant and deducts one if it is Diminished. The result varies from one and ‘No, and…’ to six and ‘Yes, and…’, with ‘No, but…’ and ‘Yes, but…’ in between. These are clear simple prompts for the player intended to help him interpret and then write about the results of his character’s actions. Each of the Talents in Midnight Melodies is tied to a particular Action and their use involves a standard roll. One element not explored is what happens if the Player Character employs too many of his Blue Notes, which does undermine the threat at the heart of every investigation.

The actual play of Midnight Melodies is about conducting investigations. The Player Characters has an extra gift that will help him when it comes to investigating deaths. Each death leaves a series of Tones that the Player Character can hear and will help him find out what has happened. Each death consists of nine Tones divided into three Chords. Collect all nine Tones and give the Reaper the three Chords before sunrise and the night’s investigation is done. The victim is initially known by his or her name and occupation, but will also later be revealed to have had a secret too. The Tones set a pattern for an investigation and in turn reveal the victim’s identity, the death scene, the first clue, an unexpected twist, signs of the supernatural, hints of something stranger, the discovery of the entity responsible, what their motive was, and an insight into the death.

Midnight Melodies suggests three styles of play for any investigation—‘Freeform’, ‘Challenges’, or ‘Story Beats’. Freeform requires the random selection of six motifs for Drive, Descriptor, Role, Action, Mood, and Theme—for example, ‘Embrace’, ‘Rustic’, ‘Spectator’, ‘Risk’, ‘Melancholic’, and ‘Trust’—which then the player is encouraged to riff from to tell the story of the investigation. ‘Challenges’ makes use of the Action mechanics supported by a set of tables, one each for the five Actions, whilst ‘Story Beats’ is tied to the three Chords and the nine Tones, which actually follow the structure of a detective story, whether on television or not. Ultimately, the Player Character will confront a supernatural entity, such as ‘Vlokkriat’, “A patchwork of various materials—stone, cloth, metal, all moving in a sinuous manner.”, with the Trait of “Can drown victims in its embrace; reflects distorted versions of reality.” and Motivation of “Seeks to balance its own ancient debt, where each death offsets a life it once inadvertently saved.” Midnight Melodies is then a roleplaying game of monster hunting and saving the world against the supernatural.

Once how the victim was killed has been discovered and who or what committed the murder is determined and confronted, the Player Character can communicate the information to the Grim Reaper. This can be simple matter of the player writing down in the journal that his character has done it, but Midnight Melodies includes the pass this on through the motif of the Chords and Tones. The player does this by randomly rolling for the investigation’s nine Tones and playing them on a piano (on or offline). It brings each investigation to a discordant, mournful close as the sun seeps over the horizon and perhaps, gives the Player Character some respite in the normality of daylight… Before another jazz set and another name at the bottom of the tip jar.

Physically, Midnight Melodies is decently presented. It is well written, and the artwork is good too, combining a sense of music and noir in its stark tones.

Midnight Melodies is great for the player who wants to write tell stories of investigation and supernatural horror and it provides some great prompts to do that as its Tones sound and Chords play out. However, it really is only set up for single investigations. The continuation of story elements from one investigation to another is very much left to the player to do and there are tables to create story elements except the investigation itself. There is also no resolution to Midnight Melodies beyond the individual investigations, so now way to know if the Player Character will ever be free of his obligation to Department of Unauthorized Deaths? The only way in which Midnight Melodies ends is when the Player Character has dealt with all twelve Entities and that is not satisfying.

Midnight Melodies is a thematic delight, exploring a classic story and roleplaying game set-up in stylish fashion and giving the player scope to tell good stories. Yet the lack of long-term resolution means that Midnight Melodies feels like a cancelled television series.

Saturday, 5 July 2025

[Free RPG Day 2025] Wires in the Wood

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

The world has changed, but whomever changed it, is long gone. The world has been abandoned. This leaves room for the world to be explored and foraged and artefacts found and artefacts upcycled. This is the very simple set-up for Wires in the Woods: A trash-foraging TTRPG. Based on the artwork of Simon J. Curd, this
is published by Critical Kit, Ltd, a publisher best known for Be Like a Crow: A Solo RPG, which can be played as a solo journalling roleplaying game or as a two-player game storytelling game. The Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is the version released for Free RPG Day and as the title suggests is designed to be played solo. It requires a standard deck of playing cards, two six-sided dice, a token to represent the forager’s location, and a means of recording the story.

In Wires in the Woods: A trash-foraging TTRPG Solo Quickstart, the player controls the story of a Forager, an animal who will explore the abandoned world and undertake ‘Upcycling Tasks’. This involves the discovery of artefacts left behind and combining two or more of them to solve a problem. Perhaps a bridge over a ravine creaks and is missing several planks, leaving dangerous gaps or a set of wild hedgerows form a giant puzzle that is easy to get lost in and some creatures need help finding their way out. The cycle of the game is to explore different locations, find artefacts, discover problems, and transport the upcycled artefacts to the problem to solve it. The locations, artefacts, problems, and the upcycled artefacts are used as prompts by the player record the story of his Forager.

A Forager has only the one attribute, Zeal. It costs Zeal to explore and move from location to location, but is earned by completing Upcycling Tasks. The full game allows a player to choose a different Forager, each with a different skill, but the quick-start only includes the one. This is the ‘Scamper’, a raccoon-like creature with horns or antlers, and the skill, ‘Fleet of Foot’. This enables him to move to a location with the red suite without expending any Zeal.

The exploration area has a maximum area of a six-by-four grid. The standard deck of playing cards requires a little preparation. The game is played without jokers, three cards are drawn as trigger cards and three as Upcycling Task cards. Twenty-one cards are drawn to form the locations deck. The details of the trigger cards are shuffled into the locations deck, whilst the Upcycling Task cards are kept to one side. On a turn, the player draws a card from the locations deck, adds it to the grid and notes down the location description determined by the card’s colour and value. If the card drawn is a trigger card, the player can reveal one of the three Upcycling Tasks. This is determined by the value of the trigger card. At the end of a turn, the player rolls for an event or an encounter.

Game play ends when the Forager has either un out of Zeal or completed all three of his Upcycling Tasks. Although Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is a quick-start designed to introduce the game and therefore does not include all of the roleplaying game’s prompts, it does include enough to enable it to be replayed. There are twenty-six location descriptions, thirteen Upcycling Tasks, and twelve Artefacts awaiting recycling. A player could easily play through it a second time and have a different experience dealing with different Upcycling Tasks, and perhaps even a third time!

Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is a post-apocalyptic setting, one in which strange, not quite recognisable (mutated?) creatures explore a world left by mankind? The location and artefact descriptions are recognisably that of our own world, although the descriptions of the artefacts leave out their actual name. Thus, “There’s something trapped inside this that looks at you. Lots of pressy things and two skinny little arms that break easily. It also has a tail. It won’t talk to you.” is actually a television! This is classic post-apocalyptic roleplaying, a player completely aware of what an object from the past is, but having to roleplay his character not knowing what it is and what it does.

Physically, Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is charming little book. Simon J. Curd’s artwork is strange, perhaps a little creepy, and delightful.

Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is a charming and surprising fulsome introduction to the full roleplaying game, one that provides an equally surprising amount of game play. It serves as a decent introduction to journalling roleplaying games and the artwork of Simon J. Curd.