Showing posts with label Lonelog. Show all posts
Showing posts with label Lonelog. Show all posts

Wednesday, 18 February 2026

Thoughts On - Lonelog - SOLO note taking

 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, long￾term 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 over￾thinking 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 meta￾structure)

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 Attribution￾ShareAlike 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