Hi all,
Another quick heads-up note, which galloped away from me and expanded at an alarming rate, I saw an interesting YouTube clip the other day for solo note-taking. This was not something I had thought of, but it seemed rather a good topic to share with everyone, since all GM's take notes all the time and solo gamers are usually doing some sort of a journal for themselves, so here it is.
https://www.youtube.com/watch?v=_jQzbRbZd6o (C) Copyright Secret Art of Gaming.
From original information - LoneLog.v 1.0.0: Evolved from Solo TTRPG Notation v2.0 by Roberto
Bisceglie.
https://www.amazon.com/dp/B0GM69FY3R
Very useful, I am not sure if there is copyright info on the video, but you can look.
Below is a text copy of Lonelog. It still needs a partial edit from me to connect some of the lines. I have marked where I have got to. It is still readable.
Lonelog
A Standard Notation for Solo RPG Session Logging by Roberto Bisceglie (C) Copyright.
Table of contents
Lonelog
1. Introduction
1.1 Why “Lonelog”?
1.2 What Lonelog Does
1.3 How to Use This Notation
1.4 Quick Start: Your First Session
1.5 Migrating from Solo TTRPG Notation v2.0
2. Digital vs Analog Formats
2.1 Digital Format (Markdown)
2.2 Analog Format (Notebooks)
2.3 Format Examples
3. Core Notation
3.1 Actions
3.2 Resolutions
3.3 Consequences
3.4 Complete Action Sequences
4. Optional Layers
4.1 Persistent Elements
4.2 Progress Tracking
4.3 Random Tables & Generators
4.4 Narrative Excerpts
4.5 Meta Notes
5. Optional Structure
5.1 Campaign Header
5.2 Session Header
5.3 Scene Structure
6. Complete Examples
6.1 Minimal Shorthand Log
6.2 Hybrid Digital Format
6.3 Analog Notebook Format
6.4 Complete Campaign Log (Digital)
6.5 Complete Campaign Log (Analog)
7. Best Practices
7.1 Good Practices ✓
7.2 Bad Practices ✗
8. Templates
8.1 Campaign Template (Digital YAML)
8.2 Campaign Template (Analog)
8.3 Session Template
8.4 Quick Scene Template
9. Adapting to Your System
9.1 System-Specific Roll Notation
9.2 Oracle Adaptations
9.3 Handling Edge Cases
Appendices
A. Solo RPG Notation Legend
B. FAQ
C. Symbol Design Philosophy
Credits & License
Lonelog
1. Introduction
If you’ve ever played a solo RPG, you know the challenge: you’re deep in an exciting scene, dice are rolling, oracles are answering questions, and suddenly you realize: how do I capture all this without
breaking the flow?
Maybe you’ve tried free-form journaling (gets messy), pure prose (loses the mechanics), or bullet points (hard to parse later). This notation system offers a different approach: a lightweight shorthand that captures the essential game elements while leaving room for as much (or as little) narrative as you want.
1.1 Why “Lonelog”?
This system started life as Solo TTRPG Notation, a name that was descriptive but unwieldy. Nearly 5,000 downloads later, it was clear the concept resonated with the community. But real-world use
brought valuable lessons about what worked, what caused friction, and where the notation could evolve.
The rename to Lonelog reflects three insights:
A name that sticks. “Solo TTRPG Notation” got abbreviated a dozen different ways. Lonelog is compact and evocative: Lone (solo play) + log (session record). It works.
A name you can find. Search “solo ttrpg notation” and you’ll drown in generic results. Search “lonelog” and you get this system. Think of how Markdown succeeded as both a format and a brand; it’s not called “Text Formatting Notation.” Lonelog gives this notation a distinct, findable identity.
A name built to last. As the system matures, having a clear identity makes it easier for the community to share resources, tools, and session logs under one banner.
The core philosophy hasn’t changed: separate mechanics from fiction, stay compact at the table, scale from one-shots to long campaigns, and work in both markdown and paper notebooks.
1.2 What Lonelog Does
Think of it as a shared language for solo play. Whether you’re playing Ironsworn, Thousand Year Old Vampire, a non-solo RPG using Mythic GME, or your own homebrew system, this notation helps you: Record what happened without slowing down play. Track ongoing elements like NPCs, locations, and plot threads.
Share your sessions with other solo players who’ll understand the format.
Review past sessions and quickly find that crucial detail from three sessions ago.
The notation is designed to be:
Flexible — usable across different systems and formats
Layered — works as both quick shorthand or expanded narrative
Searchable — tags and codes make it easy to track NPCs, events, and locations
Format-agnostic — works in digital markdown files or analog notebooks.
The notation’s goals:
Make reports written by different people readable at a glance: standard symbols facilitate reading
Separate mechanics from fiction: the best reports are those that highlight how the use of rules and oracles informs fiction
Have a modular and scalable system: you can use the core symbols or extend the notation as you wish
Make it useful for both digital and analog notes. Compliance and extension of markdown for digital use.
1.3 How to Use This Notation
Think of this as a toolbox, not a rulebook. The system is fully modular: grab what works for you and leave the rest behind. At its core are just five symbols (see Section 3: Core Notation).
They are carefully chosen to avoid conflicts with markdown formatting and comparison operators. These are the minimal language of play:
@ for player actions
? for oracle questions
d: for mechanics rolls
-> for oracle/dice results
=> for consequences
That’s it. Everything else is optional.
Scenes, campaign headers, session headers, threads, clocks, narrative excerpts—these are all enhancements you can add when they serve your play. Want to track a long campaign? Add campaign
headers. Need to follow complex plots? Use thread tags. Playing a quick one-shot? Stick to the five core symbols.
Think of it as concentric circles:
Core Notation (required): Actions, Resolutions, Consequences
Optional Layers (add as needed): Persistent Elements,
Progress tracking, Notes, etc.
Optional Structure (for organization): Campaign Header,
Session Header, Scenes
Start small. Try the core notation for one scene. If it clicks, great— keep going. If you need more, layer in what helps. Your notes should serve your play, not the other way around.
1.4 Quick Start: Your First Session
Never used notation before? Here’s everything you need:
S1 *Your starting scene*
@ Action you take
d: your roll result -> Success or Fail
=> What happens as a result
? Question you ask the oracle
-> Oracle's answer
=> What that means in the story
That’s it! Everything else is optional. Try this for one scene and see how it feels.
Quick Start Example
S1 *Dark alley, midnight*
@ Sneak past the guard
d: Stealth 4 vs TN 5 -> Fail
=> I kick a bottle. Guard turns!
? Does he see me clearly?
-> No, but...
=> He's suspicious, starts walking toward the noise.
1.5 Migrating from Solo TTRPG Notation v2.0
If you’re already using Solo TTRPG Notation v2.0, welcome! Lonelog is an evolution of that system with clarified symbols for better consistency.
What Changed:
v2.0 Symbol Lonelog Symbol Why the Change
> @ Avoids conflict with Markdown blockquotes
-> (oracle only) -> (all resolutions) Now unified for both dice AND oracle results
=> (overloaded) => (consequences only)
Clarified—no longer doubles as dice outcome
Key clarification: In v2.0, => was confusingly used for both dice outcomes and consequences. Lonelog clarifies this by using -> for ALL resolutions (dice and oracle), reserving => exclusively for consequences.
Your Old Logs Are Still Valid
The structure and philosophy remain identical. Your existing logs are perfectly readable—you don’t need to convert them unless you want consistency across your campaign.
Conversion
If you prefer manual conversion, use find & replace in your text editor:
1. Find: > (at start of lines) → Replace: @
2. The -> and => symbols are retained but with clarified usage
2. Digital vs Analog Formats This notation works in both digital markdown files and analog notebooks. Choose the format that suits your play style.
2.1 Digital Format (Markdown)
In digital markdown files:
Campaign metadata → YAML front matter (top of file)
Campaign Title → Level 1 heading
Sessions → Level 2 headings (## Session 1)
Scenes → Level 3 headings (### S1)
Core notation and tracking → Code blocks for easy copying/parsing
Narrative → Regular prose between code blocks
Note: Always wrap notation in code blocks (```) when using digital markdown. This prevents conflicts with Markdown syntax and ensures symbols like => render correctly. Some Markdown extensions (Mermaid, Obsidian plugins) may interpret => outside of code blocks.
2.2 Analog Format (Notebooks)
In paper notebooks:
Write headers and metadata directly as shown
Core notation works identically but without code fences
Use the same symbols and structure
Brackets and tags help scanning paper pages
2.3 Format Examples
Digital markdown
Analog notebook
=== Session 1 ===
Date: 2025-09-03 | Duration: 1h30
S1 *School library after hours*
@ Sneak inside to check the archives
d: Stealth d6=5 vs TN 4 -> Success
=> I slip inside unnoticed. [L:Library|dark|quiet]
Both formats use identical notation — only the wrapping differs.
3. Core Notation
## Session 1
*Date: 2025-09-03 | Duration: 1h30*
### S1 *School library after hours*
```
@ Sneak inside to check the archives
d: Stealth d6=5 vs TN 4 -> Success
=> I slip inside unnoticed. [L:Library|dark|quiet]
```
This is the heart of the system—the symbols you’ll use in nearly every scene. Everything else in this document is optional, but these core elements are what make the notation work.
There are only five symbols to remember, and they mirror the natural flow of solo play: you take an action or ask a question, you resolve it with mechanics or an oracle, then you record what happens
as a result. Let’s break it down.
3.1 Actions
In solo play, uncertainty comes from two distinct sources: you don’t know if your character can do something (that’s mechanics), or you don’t know what the world does (that’s the oracle).
This distinction is fundamental. When you swing a sword, you use mechanics to see if you hit. When you wonder whether guards are nearby, you ask the oracle. Both create uncertainty, but they’re
resolved differently.
The notation reflects this with two different symbols—one for each type of action.
The @ symbol represents you, the player, acting in the game world.
Think of it as ‘at this moment, I…’ It’s visually distinct from comparison operators, making your logs clearer and avoiding confusion when recording dice rolls.
Player-facing actions (mechanics):
@ Pick the lock
@ Attack the guard
@ Convince the merchant
World / GM questions (oracle):
? Is anyone inside?
? Does the rope hold?
? Is the merchant honest?
3.2 Resolutions
Once you’ve declared an action (@) or asked a question (?), you need to resolve the uncertainty. This is where the game system or oracle gives you an answer.
There are two types of resolutions: mechanics (when you roll dice or apply rules) and oracle answers (when you ask the game world a question).
3.2.1 Mechanics Rolls
Format:
d: [roll or rule] -> outcome
The d: prefix indicates a mechanics roll or rule resolution. Always include the outcome (Success/Fail or narrative result).
Examples
d: d20+Lockpicking=17 vs DC 15 -> Success
d: 2d6=8 vs TN 7 -> Success
d: d100=42 -> Partial success (using result table)
d: Hack the terminal (spend 1 Gear) -> Success
Comparison shorthand
When comparing rolls to target numbers, you can use comparison operators:
d: 5 vs TN 4 -> Success (standard format)
d: 5≥4 -> S (shorthand: ≥ means meets/exceeds TN)
d: 2≤4 -> F (shorthand: ≤ means fails to meet TN)
Note: Comparison operators ≥ and ≤ work seamlessly with lonelog notation, with no symbol conflicts. You can also use >= and <=.
Add S (Success) or F (Fail) letters if you want explicit flags:
d: 2≤4 F
d: 5≥4 S.
****************** Note: I have not had time to finish the bottom part of this at the moment. It should still be readable, I hope to finish it off soon, Ivor, ************************
3.2.2 Oracle and Dice Results
The -> symbol represents a definitive resolution—a declaration of
outcome. The arrow visually shows “this leads to outcome,” whether
determined by dice mechanics or the oracle’s answer.
Format:
-> [result] (optional: roll reference)
The -> prefix indicates any resolution outcome—mechanics or oracle.
Dice Mechanics Results
For mechanics rolls, -> declares Success or Fail:
d: Stealth d6=5 vs TN 4 -> Success
d: Lockpicking d20=8 vs DC 15 -> Fail
d: Attack 2d6=7 vs TN 7 -> Success
d: Hacking d10=3 -> Partial Success
Oracle Answers
For oracle questions, -> declares what the world reveals:
-> Yes (d6=6)
-> No, but... (d6=3)
-> Yes, and... (d6=5)
-> No, and... (d6=1)
Common oracle formats
Yes/No oracles: -> Yes, -> No
Yes/No with modifiers: -> Yes, but..., -> No, and...
Degree results: -> Strong yes, -> Weak no
Custom results: -> Partially, -> With a cost
Why unified syntax?
Both mechanics and oracles resolve uncertainty. Using -> for both
creates consistency—every resolution gets the same declaration,
making your log easier to scan and parse. Whether you rolled dice or
asked the oracle, -> marks the moment uncertainty becomes
certainty.
3.3 Consequences
Record the narrative result after rolls using =>. The symbol shows
consequences flowing forward from actions and resolutions. The
double arrow visualizes how events cascade through your story.
=> The door creaks open, but the noise echoes through the hall.
=> The guard spots me and raises the alarm.
=> I find a hidden diary with a crucial clue.
Multiple consequences
You can chain multiple consequence lines for cascading effects:
d: Lockpicking 5≥4 -> Success
=> The door opens
=> But the hinges squeal loudly
=> [E:AlertClock 1/6]
3.4 Complete Action Sequences
Here’s how the core elements combine:
Mechanics-driven sequence
@ Pick the lock
d: d20+Lockpicking=17 vs DC 15 -> Success
=> The door creaks open, but the noise echoes through the hall.
Oracle-driven sequence
? Is anyone inside?
-> Yes, but... (d6=4)
=> Someone is here, but they're distracted.
Combined sequence
@ Sneak past the guards
d: Stealth 2≤4 -> Fail
=> My foot kicks a barrel. [E:AlertClock 2/6]
? Do they see me?
-> No, but... (d6=3)
=> Distracted, but one guard lingers nearby. [N:Guard|watchful]
4. Optional Layers
You’ve got the basics—actions, rolls, and consequences. That’s
enough for simple play. But longer campaigns often need more:
NPCs who reappear, plot threads that weave through sessions,
progress that accumulates over time.
This section covers the tracking elements that help you manage
complexity. They’re all optional. If you’re playing a one-shot mystery,
you might not need any of this. If you’re running a sprawling
campaign with dozens of NPCs and multiple plot threads, you’ll
probably want most of it.
Pick and choose based on what your campaign needs.
4.1 Persistent Elements
As your campaign grows, certain things stick around: NPCs who
reappear, locations you return to, ongoing threats, story questions
that span sessions. These are your persistent elements.
Tags let you track them consistently across scenes and sessions. The
format is simple: brackets, a type prefix, a name, and optional
details. Like this: [N:Jonah|friendly|wounded].
Why use tags?
Searchability: Find every scene where Jonah appears
Consistency: Reference NPCs the same way every time
Status tracking: See how elements change over time
Memory aid: Remind yourself of details weeks later
You don’t need to tag everything—only what matters to your
campaign. A random merchant you’ll never see again? Just call them
“the merchant” in prose. A recurring villain? Definitely tag them.
Here are the main types of persistent elements you might track:
4.1.1 NPCs
[N:Jonah|friendly|injured]
[N:Guard|watchful|armed]
[N:Merchant|suspicious]
Updating NPC tags:
When an NPC’s status changes, you can either:
Restate with new tags: [N:Jonah|captured|wounded]
Show just the change: [N:Jonah|captured] (assumes other tags
persist)
Use explicit updates: [N:Jonah|friendly→hostile]
Add + or -: [N:Jonah|+captured] or [N:Jonah|-wounded]
Choose the style that keeps your log clearest.
4.1.2 Locations
[L:Lighthouse|ruined|stormy]
[L:Library|dark|quiet]
[L:Tavern|crowded|noisy]
4.1.3 Events & Clocks
[E:CultistPlot 2/6]
[E:AlertClock 3/4]
[E:RitualProgress 0/8]
Events track significant plot elements. The number format X/Y shows
current/total progress.
4.1.4 Story Threads
[Thread:Find Jonah's Sister|Open]
[Thread:Discover the Conspiracy|Open]
[Thread:Escape the City|Closed]
Threads track major story questions or goals. Common states:
Open — active thread
Closed — resolved thread
Abandoned — dropped thread
Custom states allowed (e.g., Urgent, Background)
4.1.5 Player Character
[PC:Alex|HP 8|Stress 0|Gear:Flashlight,Notebook]
[PC:Elara|HP 15|Ammo 3|Status:Wounded]
Updating PC stats:
[PC:Alex|HP 8] (initial)
[PC:Alex|HP-2] (shorthand: lost 2 HP, now at 6)
[PC:Alex|HP 6] (explicit: now at 6 HP)
[PC:Alex|HP+3|Stress-1] (multiple changes)
4.1.6 Reference Tags
To reference a previously established element without restating tags,
use the # prefix:
[N:Jonah|friendly|injured] (first mention — establishes the
element)
... later in the log ...
[#N:Jonah] (reference — assumes tags from
earlier)
The # tells you this element was defined earlier. Use it to:
Keep later mentions concise
Signal to readers they should look back for context
Maintain searchability (the ID “Jonah” still appears)
When to use reference tags:
First mention: Full tag with details [N:Name|tags]
Later mentions in same scene: Optional, use judgment
Later mentions in different scenes/sessions: Use [#N:Name] to
signal reference
Status changes: Drop the # and show new tags [N:Name|new_tags]
4.2 Progress Tracking
Some things in your campaign don’t happen all at once—they build
up over time. The ritual takes twelve steps to complete. The guards’
suspicion grows with each noise you make. Your escape plan inches
forward. The air supply counts down.
Progress tracking gives you a visual way to see these accumulating
forces. Three formats handle different types of progression:
Clocks (fill up toward completion):
[Clock:Ritual 5/12]
[Clock:Suspicion 3/6]
Use for: Threats building, spells preparing, danger accumulating.
When the clock fills, something happens (usually bad for you).
Tracks (progress toward a goal):
[Track:Escape 3/8]
[Track:Investigation 6/10]
Use for: Your progress on projects, journey advancement, longterm goals. When the track fills, you succeed at something.
Timers (count down toward zero):
[Timer:Dawn 3]
[Timer:AirSupply 5]
Use for: Deadlines approaching, resources depleting, time pressure.
When it hits zero, time’s up.
The difference? Clocks and tracks both go up, but clocks are
threats (bad when full) and tracks are progress (good when full).
Timers go down and create urgency.
You don’t need to track everything numerically. Only use these when
the accumulation matters to your story and you want a concrete way
to measure it.
4.3 Random Tables & Generators
Solo play thrives on surprise. Sometimes you roll on a table to see
what you find, or use a generator to create an NPC on the fly. When
you do, it helps to record what you rolled—both for transparency and
so you can recreate the logic later.
Simple table lookup:
tbl: d100=42 -> "A broken sword"
tbl: d20=15 -> "The merchant is nervous"
Use tbl: when you’re pulling from a straightforward random table—
the kind where you roll once and get a result.
Complex generators:
gen: Mythic Event d100=78 + 11 -> NPC Action / Betray
gen: Stars Without Number NPC d8=3,d10=7 -> Gruff/Pilot
Use gen: when you’re using a multi-step generator that combines
multiple rolls or produces compound results.
Integrating with oracle questions:
? What do I find in the chest?
tbl: d100=42 -> "A broken sword"
=> An ancient blade, snapped in two, with strange runes on the
hilt.
Why record the rolls? Three reasons:
1. Transparency: If you’re sharing the log, others see your
process
2. Reproducibility: You can trace how you got surprising results
3. Learning: Over time, you see which tables you use most
That said, if you’re playing fast and loose, you can skip the roll details
and just record the result: => I find a broken sword [tbl]. The
important part is the fiction, not the math.
4.4 Narrative Excerpts
Here’s a secret: you don’t need to write narrative at all. The
shorthand captures everything mechanically. But sometimes the
fiction demands more—a piece of dialogue that’s too perfect not to
record, a description that sets the mood, a document your character
finds.
That’s what narrative excerpts are for: the moments where
shorthand isn’t enough.
Inline prose (short descriptions):
=> The room reeks of mildew and decay. Papers are scattered
everywhere.
Use for: Quick atmospheric details, sensory information, emotional
beats. Keep it short—a sentence or two.
Dialogue (conversations worth recording):
N (Guard): "Who's there?"
PC: "Stay calm... just stay calm."
N (Guard): "Show yourself!"
PC: [whispers] "Not happening."
Use for: Memorable exchanges, character voice, important
conversations. You don’t need to record every word—just the
exchanges that matter.
Long narrative blocks (found documents, important
descriptions):
\---
The diary reads:
"Day 47: The tides no longer obey the moon. The fish have stopped
coming. The lighthouse keeper says he sees lights beneath the
waves.
I fear for our sanity."
---\
Use for: In-world documents, lengthy descriptions, key revelations.
The \--- and ---\ markers separate it from your log, making it clear
this is in-fiction content. The asymmetric delimiters prevent conflicts
with Markdown horizontal rules.
How much narrative should you write? Only as much as serves
you. If you’re playing for yourself and shorthand tells you everything
you need to remember, skip the prose. If you’re sharing your log or
you love the writing process, add more. There’s no right amount—
just what makes your log useful and enjoyable to you.
4.5 Meta Notes
Sometimes you need to step outside the fiction and leave yourself a
note: a reminder about a house rule you’re testing, a reflection on
how a scene felt, a question to revisit later, or a clarification about
your interpretation of a rule.
That’s what meta notes are for—your out-of-character asides to
yourself (or to readers, if you’re sharing).
Format: Use parentheses to signal “this is meta, not fiction”:
(note: testing alternate stealth rule where noise increases Alert
clock)
(reflection: this scene felt tense! the timer really worked)
(house rule: giving advantage on familiar terrain)
(reminder: revisit this thread next session)
(question: should I have rolled for that? seemed obvious)
When to use meta notes:
Experiments: Track rule variants or house rules you’re testing
Reflection: Capture what worked or didn’t work emotionally
Reminders: Flag things to follow up on later
Clarification: Explain unusual rulings or interpretations
Process: Document your thinking for shared logs
When NOT to use them: Don’t let meta notes overwhelm your
log. If you’re stopping every few lines to reflect, you’re probably overthinking it. The game is the thing—meta notes are just occasional
margin comments.
Think of them like director’s commentary on a movie. Most of the
time, you just watch the film. Occasionally, there’s an interesting
behind-the-scenes note worth sharing.
5. Optional Structure
So far we’ve talked about what you write (actions, rolls, tags). Now
let’s talk about how you organize it.
Structure helps in two ways: it makes your notes easier to navigate,
and it signals boundaries (this session ended, that scene began). But
structure adds overhead—more headers to write, more formatting to
maintain.
This section shows you the organizing elements: campaign headers
(metadata about your whole campaign), session headers (marking
play sessions), and scene structure (the basic unit of play). Use what
helps you stay oriented without slowing you down.
The key difference? Digital and analog formats handle
structure differently. Digital markdown uses headings and
YAML; analog notebooks use written headers and markers. We’ll
show both.
5.1 Campaign Header
Before you dive into play, it helps to record some basics: What are
you playing? What system? When did you start? Think of this as the
“cover page” of your campaign log.
This is especially useful when:
You’re running multiple campaigns (helps you remember which
is which)
You’re sharing logs with others (they need context)
You return to a campaign after a break (reminds you of
tone/themes)
If you’re just trying out the notation with a quick one-shot, skip this
entirely. But for campaigns you plan to revisit, a header is worth the
30 seconds.
Digital and analog formats differ here. Digital markdown uses
YAML front matter (structured metadata at the top of the file).
Analog notebooks use a written header block.
For digital markdown files, use YAML front matter at the very
top:
For analog notebooks, write a campaign header block:
=== Campaign Log: Clearview Mystery ===
[Title] Clearview Mystery
[Ruleset] Loner + Mythic Oracle
[Genre] Teen mystery / supernatural
[Player] Roberto
[PCs] Alex [PC:Alex|HP 8|Stress
0|Gear:Flashlight,Notebook]
[Start Date] 2025-09-03
title: Clearview Mystery
ruleset: Loner + Mythic Oracle
genre: Teen mystery / supernatural
player: Roberto
pcs: Alex [PC:Alex|HP 8|Stress 0|Gear:Flashlight,Notebook]
start_date: 2025-09-03
last_update: 2025-10-28
tools: Oracles - Mythic, Random Event tables
themes: Friendship, courage, secrets
tone: Eerie but playful
notes: Inspired by 80s teen mystery shows
[Last Update] 2025-10-28
[Tools] Oracles: Mythic, Random Event tables
[Themes] Friendship, courage, secrets
[Tone] Eerie but playful
[Notes] Inspired by 80s teen mystery shows
Optional fields (add as needed):
[Setting] — Geographic or world details
[Inspiration] — Media that inspired the campaign
[Safety Tools] — X-card, lines/veils, etc.
5.2 Session Header
A session header marks the boundary between play sessions and
provides context: when did you play, how long, what happened?
Why use session headers?
Navigation: Jump to specific sessions quickly
Context: Remember when you played and what was happening
Reflection: Track your play patterns (how often? how long?)
Continuity: Connect sessions with recaps and goals
When to skip them:
One-shot games (no multiple sessions)
Continuous play (you play daily with no clear breaks)
Pure shorthand logs (you just want the fiction, not the metastructure)
Like campaign headers, digital and analog formats handle sessions
differently. Choose the style that fits your medium.
5.2.1 Digital format (markdown heading)
## Session 1
*Date: 2025-09-03 | Duration: 1h30 | Scenes: S1-S2*
5.2.2 Analog format (written header)
=== Session 1 ===
[Date] 2025-09-03
[Duration] 1h30
[Scenes] S1-S2
[Recap] First session, introducing Alex and the mystery.
[Goals] Set up the central mystery, establish the lighthouse.
Optional fields:
[Mood] — Planned or actual tone for the session
[Notes] — Rules variants, experiments, or special conditions
[Threads] — Active threads this session
5.3 Scene Structure
Scenes are the basic unit of play within a session. At its simplest, a
scene is just a numbered marker with context.
Digital format (markdown heading):
Analog format:
S1 *School library after hours*
The scene number helps you track progression and reference events
later. The context (in italics/asterisks) frames where and when the
scene takes place.
| |
**Recap:** First session, introducing Alex and the mystery.
**Goals:** Set up the central mystery, establish the lighthouse as k
### S1 *School library after hours*
5.3.1 Sequential Scenes (Standard)
Most campaigns use simple sequential numbering:
S1 *Tavern, evening*
S2 *Town square, midnight*
S3 *Forest path, dawn*
S4 *Ancient ruins, midday*
When to use: Default for linear play. Scene 2 happens after Scene
1, Scene 3 after Scene 2, etc.
Numbering: Start at S1 each session, or continue across the whole
campaign (S1-S100+).
Example in play:
S1 *Tavern common room, evening*
@ Ask the barkeep about rumors
d: Charisma d6=5 vs TN 4 -> Success
=> He leans in close and tells me about strange lights at the old
mill.
[Thread:Strange Lights|Open]
S2 *Outside the tavern, night*
@ Head toward the mill
? Do I encounter anything on the way?
-> Yes, but... (d6=4)
=> I see a shadowy figure, but they don't seem hostile.
[N:Stranger|mysterious|watching]
5.3.2 Flashbacks
Flashbacks show past events that inform the current story. Use letter
suffixes branching from the “present” scene.
Format: S#a, S#b, S#c
When to use:
Revealing backstory mid-session
Character memory triggers
Showing how something happened
Explaining mysterious elements
Example structure:
S5 *Investigating the mill*
=> I find my father's old journal.
S5a *Flashback: Father's workshop, 10 years ago*
(This happened before the campaign)
=> Father: "Promise me you'll never go to the mill alone."
S6 *Back at the mill, present day*
(Now we continue from S5)
Complete example:
S8 *Lighthouse keeper's quarters*
@ Search the desk for clues
d: Investigation d6=6 vs TN 4 -> Success
=> I find a faded photograph. It's... my mother? She's standing at
this lighthouse!
[Thread:Mother's Connection|Open]
S8a *Flashback: Home, 15 years ago*
(Memory triggered by the photograph)
(Do I remember anything about this place?)
? Did mother ever mention a lighthouse?
-> Yes, but... (d6=5)
=> She mentioned it once, briefly, then changed the subject
quickly.
PC (Young me): "Mom, where is this?"
N (Mother): [nervous] "Just an old place. Nothing important."
S8b *Flashback: Mother's study, 14 years ago*
(Following the thread of memory)
(Did I ever see documents about the lighthouse?)
? Was I snooping in her papers?
-> Yes, and... (d6=6)
=> I found a deed. The lighthouse belonged to our family!
[E:LighthouseSecret 1/4]
S9 *Lighthouse keeper's quarters, present*
(Back to current timeline)
=> Armed with this memory, I search more carefully for family
records.
Numbering tips:
Branch from the scene that triggers the flashback
Return to sequential numbering afterward
Keep flashbacks short (1-3 scenes usually)
Note in context when returning: *Present day* or *Back at
the...*
5.3.3 Parallel Threads
When tracking multiple storylines that happen simultaneously or in
alternating focus, use thread prefixes.
Format: T#-S# where T# is the thread number, S# is the scene
number within that thread
When to use:
Multiple characters/viewpoints
Simultaneous events in different locations
Alternating between plot lines
Separate but related story arcs
Example structure:
T1-S1 *Main character at the lighthouse*
T2-S1 *Meanwhile, ally in the city*
T1-S2 *Back to lighthouse*
T2-S2 *Back to city*
T1-S3 *Lighthouse, continuing*
Complete example:
=== Session 3 ===
[Threads] Main story (T1), City investigation (T2)
T1-S1 *Lighthouse tower, dusk*
[PC:Alex|investigating the tower]
@ Climb to the top
d: Athletics d6=4 vs TN 4 -> Success
=> I reach the top. The light mechanism is still functional!
? Is anyone else here?
-> No, but... (d6=3)
=> Fresh footprints in the dust lead down.
T2-S1 *City archives, same time*
[PC:Jordan|researching at the library]
@ Search for lighthouse records
d: Research d6=6 vs TN 4 -> Success
=> I find construction documents from 1923. There's a hidden
basement!
[E:SecretBasement 1/4]
T1-S2 *Lighthouse basement stairs*
[PC:Alex]
@ Follow the footprints down
d: Stealth d6=3 vs TN 5 -> Fail
=> A step creaks loudly.
? Does someone react?
-> Yes, and... (d6=6)
=> A voice from below: "Who's there?" [N:Cultist|hostile|armed]
T2-S2 *City archives, moments later*
[PC:Jordan]
@ Call Alex to warn about the basement
? Does the call go through?
-> No, and... (d6=2)
=> No signal. The lighthouse is in a dead zone!
[Clock:Alex in Danger 2/6]
T1-S3 *Lighthouse basement*
[PC:Alex|unaware of danger]
@ Try to talk my way out
d: Deception d6=2 vs TN 5 -> Fail
=> The cultist isn't buying it. He advances with a knife!
When threads converge:
Once parallel threads meet, you can either:
Continue with thread prefixes: T1+T2-S5
Return to sequential: S14 (note: threads merged)
T1-S6 *Alex escapes the lighthouse*
T2-S4 *Jordan drives toward the lighthouse*
S14 *Lighthouse entrance, both reunited*
(Threads merged)
[PC:Alex|wounded] meets [PC:Jordan|worried]
5.3.4 Montages and Time Cuts
For activities that span time or multiple quick vignettes, use decimal
notation.
Format: S#.# (e.g., S5.1, S5.2, S5.3)
When to use:
Traveling across long distances
Training/research over weeks
Multiple quick encounters
Gathering resources
Time-lapse sequences
Example structure:
S7 *Beginning the journey*
S7.1 *Day 1: Forest*
S7.2 *Day 3: Mountains*
S7.3 *Day 5: Desert*
S8 *Arriving at destination*
Complete example:
S12 *Preparing for the ritual*
=> I need to gather three components across the region.
[Track:Ritual Components 0/3]
S12.1 *Herb shop, morning*
@ Buy sacred herbs
d: Persuasion d6=5 vs TN 4 -> Success
=> The herbalist gives me a discount.
[Track:Ritual Components 1/3]
[PC:Gold-5]
S12.2 *Blacksmith, afternoon*
@ Obtain silver dagger
? Is it in stock?
-> No, but... (d6=4)
=> He can make one by tomorrow.
[Timer:Ritual Deadline 2]
S12.3 *Graveyard, midnight*
@ Collect cemetery soil
? Am I interrupted?
-> Yes, and... (d6=6)
=> The groundskeeper catches me AND calls the guard!
[Clock:Suspicion 3/6]
@ Run and hide
d: Stealth d6=6 vs TN 5 -> Success
=> I escape with the soil.
[Track:Ritual Components 2/3]
S13 *Blacksmith shop, next morning*
(Montage complete, back to sequential)
=> I collect the silver dagger.
[Track:Ritual Components 3/3]
Travel montage example:
S8 *Setting out from Port Ashan*
=> Three-week journey to the Northern Wastes begins.
S8.1 *Week 1: Coastal road*
? Encounters on the road?
tbl: d100=23 -> "Merchant caravan"
=> I join a caravan for safety. [N:Merchants|friendly]
S8.2 *Week 2: Mountain pass*
? Weather problems?
-> Yes, and... (d6=6)
=> Blizzard hits. The pass is blocked!
[Clock:Supplies Dwindle 2/4]
@ Find shelter
d: Survival d6=5 vs TN 5 -> Success
=> I locate a cave. [L:Mountain Cave|shelter|dark]
S8.3 *Week 3: Descending into wastes*
@ Navigate the frozen terrain
d: Survival d6=4 vs TN 6 -> Fail
=> I'm lost for two days.
[Clock:Supplies Dwindle 4/4]
[PC:Rations depleted]
S9 *Arriving at the Northern Wastes*
(Journey complete)
=> Exhausted and hungry, but I've made it.
5.3.5 Choosing Your Approach
Use sequential (S1, S2, S3) when:
Playing straightforward, linear story
Don’t need complex time manipulation
Want simplicity
Most common choice
Use flashbacks (S5a, S5b) when:
Revealing backstory mid-game
Character development moments
Explaining mysteries
Short diversions from main timeline
Use parallel threads (T1-S1, T2-S1) when:
Playing multiple characters
Tracking simultaneous events
Alternating between locations
Complex, interwoven plots
Use montages (S7.1, S7.2) when:
Covering long time periods
Series of quick scenes
Travel sequences
Resource gathering
Training/research periods
5.3.6 Scene Context Elements
Beyond numbering, enrich scenes with context in the frame:
Location:
S1 *Lighthouse tower*
S1 [L:Lighthouse] *Tower room*
Time markers:
S1 *Lighthouse, midnight*
S1 *Lighthouse, Day 3, dusk*
S1 *Two weeks later: Lighthouse*
Emotional tone:
S1 *Lighthouse (tense)*
S1 *Lighthouse - moment of calm*
Multiple elements:
S1 *Lighthouse tower, midnight, Day 3*
S5a *Flashback: Father's workshop, 10 years ago*
T2-S3 *Meanwhile in the city, same evening*
S7.2 *Day 2 of journey: Mountain pass*
Minimal (just number):
S1
(Add context in first action or consequence)
Choose the level of detail that helps you track your story. More detail
helps future reference; less detail keeps notes cleaner.
6. Complete Examples
Theory is one thing, but seeing the notation in action is where it
clicks. This section shows complete play examples in different styles
—from ultra-compact shorthand to rich narrative logs—so you can
find the approach that works for you.
Each example demonstrates the same notation system, just with
different levels of detail. Pick the style that matches your preference,
or mix and match as your session demands.
6.1 Minimal Shorthand Log
Pure shorthand, no formatting — perfect for fast play:
S1 @Sneak d:4≥5 F => noise [E:Alert 1/6] ?Seen? ->Nb3 => distracted
S2 @Search d:6≥4 S => find key [E:Clue 1/4] ?Trapped? ->Yn6 => yes,
spikes!
S3 @Dodge d:3≤5 F => HP-2 [PC:HP 6] => bleeding, need to retreat
6.2 Hybrid Digital Format
Combines shorthand with narrative, using markdown structure:
### S7 *Dark alley behind tavern, Midnight*
```
@ Sneak past the guards
6.3 Analog Notebook Format
Same content as 6.2, formatted for handwritten notes:
S7 *Dark alley behind tavern, Midnight*
@ Sneak past the guards
d: Stealth d6=2 vs TN 4 -> Fail
=> My foot kicks a barrel. [E:AlertClock 2/6]
? Do they see me?
-> No, but... (d6=3)
=> Distracted, but one guard lingers. [N:Guard|watchful]
The guard's torch light sweeps across the alley. I press into
shadows.
N (Guard): "Who's there?"
PC: "Stay calm... just stay calm."
6.4 Complete Campaign Log (Digital)
d: Stealth d6=2 vs TN 4 -> Fail
=> My foot kicks a barrel. [E:AlertClock 2/6]
? Do they see me?
-> No, but... (d6=3)
=> Distracted, but one guard lingers. [N:Guard|watchful]
```
The guard's torch light sweeps across the alley walls. I press mysel
into the shadows, barely breathing.
```
N (Guard): "Who's there?"
PC: "Stay calm... just stay calm."
```
---
title: Clearview Mystery
ruleset: Loner + Mythic Oracle
genre: Teen mystery / supernatural
player: Roberto
pcs: Alex [PC:Alex|HP 8|Stress 0]
start_date: 2025-09-03
last_update: 2025-10-28
---
# Clearview Mystery
## Session 1
*Date: 2025-09-03 | Duration: 1h30*
### S1 *School library after hours*
```
@ Sneak inside to check the archives
d: Stealth d6=5 vs TN 4 -> Success
=> I slip inside unnoticed. [L:Library|dark|quiet]
? Is there a strange clue waiting?
-> Yes (d6=6)
=> I find a torn diary page about the lighthouse. [E:LighthouseClue
```
The page is yellowed with age. The handwriting is shaky: "The light
calls to us. We must not answer."
```
[Thread:Lighthouse Mystery|Open]
```
### S2 *Outside the library, empty hall*
```
? Do I hear footsteps?
-> Yes, but... (d6=4)
=> A janitor approaches, but he doesn't notice me yet. [N:Janitor|ti
```
I freeze. His keys jangle as he walks past the doorway.
N (Janitor): "Thought I heard something "
N (Janitor): Thought I heard something...
PC (Alex, whisper): "Gotta get out of here."
```
@ Slip out while he's distracted
d: Stealth d6=6 vs TN 4 -> Success
=> I escape into the night safely.
```
## Session 2
*Date: 2025-09-10 | Duration: 2h*
**Recap:** Found diary page hinting at lighthouse. Nearly spotted in
### S3 *Path to the old lighthouse, Day 2*
```
@ Approach quietly at dusk
d: Stealth d6=2 vs TN 4 -> Fail
=> I step on broken glass, crunching loudly. [Clock:Suspicion 1/6]
? Does anyone respond from inside?
-> No, but... (d6=3)
=> The light flickers briefly in the tower window. [L:Lighthouse|rui
```
### S4 *Inside lighthouse foyer*
```
@ Search the floor for signs of activity
d: Investigation d6=6 vs TN 4 -> Success
=> I find fresh footprints in the dust. [Thread:Who is using the lig
tbl: d100=42 -> "A broken lantern"
=> A cracked lantern lies near the stairs. [E:LighthouseClue 2/6]
```
Someone's been here. Recently.
PC (Alex, thinking): "This place isn't as abandoned as everyone thin
6.5 Complete Campaign Log (Analog)
=== Campaign Log: Clearview Mystery ===
[Title] Clearview Mystery
[Ruleset] Loner + Mythic Oracle
[Genre] Teen mystery / supernatural
[Player] Roberto
[PCs] Alex [PC:Alex|HP 8|Stress 0]
[Start Date] 2025-09-03
[Last Update] 2025-10-28
=== Session 1 ===
[Date] 2025-09-03
[Duration] 1h30
S1 *School library after hours*
@ Sneak inside to check the archives
d: Stealth d6=5 vs TN 4 -> Success
=> I slip inside unnoticed. [L:Library|dark|quiet]
? Is there a strange clue waiting?
-> Yes (d6=6)
=> I find a torn diary page about the lighthouse. [E:LighthouseClue
1/6]
The page is yellowed. Shaky writing: "The light calls to us."
[Thread:Lighthouse Mystery|Open]
S2 *Outside the library, empty hall*
? Do I hear footsteps?
-> Yes, but... (d6=4)
=> A janitor approaches, but doesn't notice me yet.
[N:Janitor|tired|suspicious]
N (Janitor): "Thought I heard something..."
PC (Alex): "Gotta get out of here."
@ Slip out while distracted
d: Stealth d6=6 vs TN 4 -> Success
=> I escape into the night safely.
=== Session 2 ===
[Date] 2025-09-10
[Duration] 2h
[Recap] Found diary page, nearly spotted in library.
S3 *Path to lighthouse, Day 2*
@ Approach quietly at dusk
d: Stealth d6=2 vs TN 4 -> Fail
=> I step on broken glass. [Clock:Suspicion 1/6]
? Does anyone respond?
-> No, but... (d6=3)
=> Light flickers in tower window. [L:Lighthouse|ruined|haunted]
S4 *Inside lighthouse foyer*
@ Search floor for signs
d: Investigation d6=6 vs TN 4 -> Success
=> Fresh footprints in dust. [Thread:Who uses lighthouse?|Open]
tbl: d100=42 -> "A broken lantern"
=> Cracked lantern near stairs. [E:LighthouseClue 2/6]
PC (Alex): "This place isn't as abandoned as everyone thinks..."
7. Best Practices
You’ve learned the notation—now let’s talk about using it well. This
section shows proven patterns that make your logs clearer and more
useful, plus common mistakes to avoid.
Think of these as guidelines from the solo community’s collective
experience. They’re not rigid rules, but they’ll help you create logs
that are easy to read, reference, and share.
7.1 Good Practices ✓
These patterns make your logs cleaner, more searchable, and easier
to reference later. You don’t need to follow all of them, but they
represent what works well for most solo players.
Do: Keep actions and rolls connected
@ Pick the lock
d: d20=15 vs DC 14 -> Success
=> The door swings open silently.
Do: Use tags for persistent elements
[N:Jonah|friendly|wounded]
[L:Lighthouse|ruined]
Do: Record consequences clearly
=> I find the key. [E:Clue 2/4]
=> But the guard heard me. [Clock:Alert 1/6]
Do: Use reference tags in later scenes
First mention: [N:Jonah|friendly]
Later: [#N:Jonah] approaches cautiously
Do: Mix shorthand and narrative as needed
@ Sneak past guard
d: 5≥4 S -> Success
=> I slip by unnoticed, heart pounding.
7.2 Bad Practices ✗
These are common pitfalls that make logs harder to read or parse. If
you catch yourself doing these, don’t worry—just adjust for next
time. We’ve all been there!
Don’t: Bury mechanics in prose
❌ I tried to pick the lock and rolled a 15 which beat the DC so I
opened it
✔ @ Pick the lock
d: 15≥14 -> Success
=> The door opens quietly.
Don’t: Forget to record consequences
❌ @ Attack the guard
d: 8≤10 -> Fail
✔ @ Attack the guard
d: 8≤10 -> Fail
=> My blade glances off his armor. He counterattacks!
Don’t: Lose track of tags across scenes
❌ [N:Guard|alert] ... then later ... [N:Guard|sleeping]
(How did this change? When?)
✔ [N:Guard|alert] ... then later ...
@ Knock him out
d: 6≥5 S => [N:Guard|unconscious]
Don’t: Mix action and oracle symbols
❌ ? Sneak past guards (This is an action, not a question)
✔ @ Sneak past guards (Actions use @)
? Do they notice? (Questions use ?)
Don’t: Forget scene context
❌ S7
@ Sneak past guards
✔ S7 *Dark alley, midnight*
@ Sneak past guards
8. Templates
Starting from a blank page can be daunting. These templates give
you a structured starting point—copy them, fill in the blanks, and
start playing.
Each template comes in both digital markdown and analog
notebook formats. Choose whichever matches your play style, or
use them as inspiration to create your own.
Don’t treat these as rigid forms. They’re scaffolding. Once you’re
comfortable with the notation, you’ll probably develop your own
templates that fit your specific needs better.
8.1 Campaign Template (Digital YAML)
For digital markdown files, use YAML front matter to store campaign
metadata. This goes at the very top of your file, before any other
content.
Copy this template, fill in your details, and you’re ready to start your
first session.
# [Campaign Title]
## Session 1
*Date: | Duration: *
### S1 *Starting scene*
title:
ruleset:
genre:
player:
pcs:
start_date:
last_update:
tools:
themes:
tone:
notes:
Your play log here...
8.2 Campaign Template (Analog)
For paper notebooks, write this header block at the start of your
campaign log. Keep it simple—you can always add more details later
if needed.
=== Campaign Log: [Title] ===
[Title]
[Ruleset]
[Genre]
[Player]
[PCs]
[Start Date]
[Last Update]
[Tools]
[Themes]
[Tone]
[Notes]
=== Session 1 ===
[Date]
[Duration]
S1 *Starting scene*
Your play log here...
8.3 Session Template
Use this at the start of each play session to mark boundaries and
provide context. The digital version uses markdown headings; the
analog version uses written headers.
Fill in what’s useful and skip what’s not. The only essential field is
the date—everything else is optional.
Digital:
Analog:
=== Session X ===
[Date]
[Duration]
[Recap]
[Goals]
S1 *Scene description*
8.4 Quick Scene Template
This is your workhorse template—the basic structure you’ll use scene
after scene. It’s intentionally minimal: just enough structure to keep
you oriented without slowing you down.
Use this as your default starting point for every scene, whether you’re
playing digitally or analog.
## Session X
*Date: | Duration: | Scenes: *
**Recap:**
**Goals:**
### S1 *Scene description*
S# *Location, time*
```
@ Your action
d: your roll -> outcome
=> What happens
? Your question
-> Oracle answer
=> What it means
```
9. Adapting to Your System
Here’s the beautiful part: this notation works with any solo RPG
system. Ironsworn, Mythic GME, Thousand Year Old Vampire, your
own homebrew—doesn’t matter. The core symbols stay the same;
only the resolution details change.
This section shows you how to adapt the d: roll notation and ->
oracle formats to match your specific game system. We’ll cover
common systems (PbtA, FitD, Ironsworn, OSR) and oracles (Mythic,
CRGE, MUNE), but the principles work for anything.
The key insight: The notation separates mechanics from fiction.
Your system determines how mechanics work; the notation just
records them consistently.
9.1 System-Specific Roll Notation
The d: notation works with any system—you just need to adapt it to
your specific dice mechanics. Here’s how the notation looks across
popular solo RPG systems.
These examples show the pattern: record what you rolled, compare it
to what you needed, note the outcome. The details change by system,
but the structure stays the same.
9.1.1 Powered by the Apocalypse (PbtA)
d: 2d6=9 -> Strong Hit (10+)
d: 2d6=7 -> Weak Hit (7-9)
d: 2d6=4 -> Miss (6-)
9.1.2 Forged in the Dark (FitD)
d: 4d6=6,5,4,2 (take highest=6) -> Critical Success
d: 3d6=4,4,2 -> Partial Success (4-5)
d: 2d6=3,2 -> Failure (1-3)
9.1.3 Ironsworn
d: Action=7+Stat=2=9 vs Challenge=4,8 -> Weak Hit
d: Action=10+Stat=3=13 vs Challenge=2,7 -> Strong Hit
9.1.4 Fate/Fudge
d: 4dF=+2 (++0-) +Skill=3 = +5 -> Success with Style
d: 4dF=-1 (-0--) +Skill=2 = +1 -> Tie
9.1.5 OSR/Traditional D&D
d: d20=15+Mod=2=17 vs AC 16 -> Hit
d: d20=8+Mod=-1=7 vs DC 10 -> Fail
9.2 Oracle Adaptations
Different oracle systems have different output formats. Some give
yes/no answers, others generate complex results. Here’s how to
record results from popular oracle systems.
The key is consistency: always use -> for oracle results, then capture
whatever information your oracle provides.
9.2.1 Mythic GME
? Does the guard notice me? (Likelihood: Unlikely)
-> No, but... (CF=4)
=> He doesn't see me, but he's suspicious.
9.2.2 CRGE (Conjectural Roleplaying Game Engine)
? What is the merchant's mood?
-> Surge: Actor + Focus => Angry + Betrayal
=> The merchant is furious about being cheated.
9.2.3 MUNE (Madey Upy Number Engine)
? Is anyone home?
-> Likely + roll 2,4 => Yes
=> Lights are on, someone's definitely inside.
9.2.4 UNE (Universal NPC Emulator)
gen: UNE Motivation -> Power + Reputation
=> [N:Baron|ambitious|seeks recognition]
9.3 Handling Edge Cases
Every system has quirks. Here’s how to handle common situations
that don’t fit the basic notation patterns.
9.3.1 Multiple Rolls in One Action
When you need to make multiple rolls for one action:
Advantage/Disadvantage:
@ Attack with advantage
d: 2d20=15,8 (take higher) vs TN 12 -> 15≥12 Success
=> I strike true, blade finding a gap in the armor.
Multiple dice pools:
@ Perform complex ritual
d: INT d6=4, WILL d6=5, vs TN 4 each -> Both succeed
=> The spell takes hold, energy crackling between my fingers.
Contested rolls:
@ Arm wrestle the sailor
d: STR d20=12 vs sailor d20=15 -> 12≤15 Fail
=> His grip tightens. My arm slams to the table.
9.3.2 Ambiguous Oracle Results
When the oracle gives unclear or contradictory results:
? Is the merchant trustworthy?
-> Yes, but... (d6=4)
(note: "but" contradicts "yes"—interpreting as: trustworthy but
hiding something)
=> He seems honest, but keeps glancing at the door nervously.
Or re-roll if truly stuck:
? Can I trust him?
-> Unclear result (d6=3 on binary oracle)
(note: re-rolling with different framing)
? Is he trying to help me?
-> No, and... (d6=2)
=> He's actively working against me.
9.3.3 Nested Consequences
Sometimes one consequence leads to another, creating a cascade:
d: Lockpicking 5≥4 -> Success
=> The door opens
=> But the hinges squeal loudly
=> Guards in the next room hear it [E:AlertClock 1/6]
=> One starts walking this way [N:Guard|investigating]
When to use: Major successes or failures with multiple ripple
effects. Don’t overuse—most actions have one clear consequence.
9.3.4 Failed Oracle Questions
What if the oracle doesn’t help?
? What's behind the door?
-> [Roll unclear/contradictory]
(note: asking a more specific question)
? Is there danger behind the door?
-> Yes, and...
=> Danger, and it's immediate!
Pro tip: If an oracle result doesn’t spark fiction, it’s okay to re-frame
the question or roll again. The oracle serves your story, not the other
way around.
Appendices
A. Solo RPG Notation Legend
This is your quick reference—the cheat sheet to keep handy while you
play. Forget what => means? Need to remember how to format a
clock? This section has you covered.
Think of it as the notation’s “vocabulary list.” Everything here has
been explained earlier in detail; this is just the condensed version for
fast lookup.
Bookmark this section. You’ll come back to it often in your first few
sessions, then less and less as the notation becomes second nature.
A.1 Core Symbols
Symbol Meaning Example
@ Player action (mechanics) @ Pick the lock
? Oracle question
(world/uncertainty)
? Is anyone inside?
d: Mechanics roll/result d: 2d6=8 vs TN 7 ->
Success
-> Oracle/dice result -> Yes, but...
=> Consequence/outcome => The door opens
quietly
A.2 Comparison Operators
≥ or >= — Greater than or equal (meets/beats TN)
≤ or <= — Less than or equal (fails to meet TN)
vs — Versus (explicit comparison)
S — Success flag
F — Fail flag
A.3 Tracking Tags
[N:Name|tags] — NPC (first mention)
[#N:Name] — NPC (reference to earlier mention)
[L:Name|tags] — Location
[E:Name X/Y] — Event/Clock
[Thread:Name|state] — Story thread
[PC:Name|stats] — Player character
A.4 Progress Tracking
[Clock:Name X/Y] — Clock (fills up)
[Track:Name X/Y] — Progress track
[Timer:Name X] — Countdown timer
A.5 Random Generation
tbl: roll -> result — Simple table lookup
gen: system -> result — Complex generator
A.6 Structure
S# or S#a — Scene number
T#-S# — Thread-specific scene
A.7 Narrative (Optional)
Inline: => Prose here
Dialogue: N (Name): "Speech"
Block: --- text ---
A.8 Meta
(note: ...) — Reflection, reminder, house rule
A.9 Complete Example Line
S3 @Pick lock d:15≥14 S => door opens quietly [N:Guard|alert]
B. FAQ
Got questions? You’re not alone. These are the most common
questions from people learning the notation, along with straight
answers.
If your question isn’t here, remember: the notation is flexible. If
you’re wondering whether you can do something differently, the
answer is probably “yes, if it works for you.”
Q: Do I need to use every element?
A: No! Start with just @, ?, d:, ->, and =>. Add other elements only if
they help you.
Q: Can I use this with traditional RPGs (with a GM)?
A: The core notation works great for any RPG notes. The oracle
elements (?, ->) are specifically for solo play, but the
action/resolution notation works everywhere.
Q: What if my system doesn’t use dice?
A: Use d: for any resolution mechanic: d: Draw from deck -> Queen of
Spades, d: Spend token -> Success
Q: Should I use digital or analog format?
A: Whichever you prefer! They use the same notation. Digital has
better search/organization; analog is immediate and tactile.
Q: How detailed should my notes be?
A: As detailed as you want! The system works for pure shorthand
(Example 6.1) or rich narrative (Example 6.4).
Q: Can I share my logs with others?
A: Yes! That’s one reason for standardized notation. Others familiar
with the system can read your logs easily.
Q: What about house rules or custom symbols?
A: Document them in meta notes: (note: using + for advantage, -
for disadvantage). The system is designed to be extended.
Q: Do scene numbers have to be sequential?
A: No. Use S1, S2, S3 for simplicity, but branch (S3a, S3b) or use thread
prefixes (T1-S1) if helpful.
Q: Should I update tags every time something changes?
A: Show significant changes explicitly: [N:Guard|alert] →
[N:Guard|unconscious]. Minor changes can be implied through
narrative.
C. Symbol Design Philosophy
Lonelog’s symbols were chosen for specific reasons:
@ (Action): Represents “at this point” or the actor taking action.
Changed from > in v2.0 to avoid conflict with Markdown
blockquotes.
? (Question): Universal symbol for inquiry. Unchanged from
v2.0.
d: (Dice/Resolution): Clear abbreviation for dice rolls.
Unchanged from v2.0.
-> (Resolution): Retained from v2.0. Now unified for ALL
resolutions (dice and oracle). The arrow visually shows “this
leads to outcome.”
=> (Consequence): Retained from v2.0. Double arrow shows
cascading effects. Clarified usage: consequences only (v2.0
overloaded this for dice outcomes too).
Markdown Compatibility: All symbols work cleanly in code
blocks and don’t conflict with markdown formatting or mathematical
operators. Always wrap notation in code blocks when using digital
markdown to prevent conflicts with Markdown extensions.
Credits & License
© 2025-2026 Roberto Bisceglie
This notation is inspired by the Valley Standard.
Thanks to:
matita for the +/- method to track changes in tags
flyincaveman for the suggestion on the use of the @ symbol for
character actions (in the tradition of the early ASCII rpgs)
r/solorpgplay and r/Solo_Roleplaying for the positive reception
of this notation and the useful feedbacks.
Enrico Fasoli for playtesting and feedback
Version History:
v 1.0.0: Evolved from Solo TTRPG Notation v2.0 by Roberto
Bisceglie
This work is licensed under the Creative Commons AttributionShareAlike 4.0 International License.
You are free to:
Share — copy and redistribute the material
Adapt — remix, transform, and build upon the material
Under these terms:
Attribution — Give appropriate credit
ShareAlike — Distribute adaptations under the same license
Happy adventuring, solo players!
Ivor Cogdell
Tears From The Front (C) Copyright 2026.
"Tears From The Front"Blogspot.com (C) Copyright 2026.
v 1.0.0: Evolved from Solo TTRPG Notation v2.0 by Roberto
Bisceglie
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