Showing posts with label Thoughts On. Show all posts
Showing posts with label Thoughts On. Show all posts

Sunday, 22 March 2026

Thoughts On - Civil War in New Hanendorf

Hi Everybody,

                      This started off as a simple question of the mind powers of a Lich and how many it could control at once, as I had planned to run a civil war where it had a BASE OF OPERATIONS. It turned into a 4-way kingdom brawl. You may need to drop something like this into a campaign one day.

The Civil War in New Hanendorf—1 22/03/2026

Let’s integrate your amended geography and political layout into the timeline. This gives us a much clearer strategic picture of how the collapse unfolds and how each external faction interacts with the lich-led uprising.

Below is the revised, fully aligned timeline, now using:

  • Kingdom White → West

  • Kingdom Teal → North (attacked in two towns on Day 4, Month 6)

  • Graptey (Ork Kingdom) → Small, North East

  • Original kingdom → Central region, now fracturing

We’ll keep the same starting point:

Start: Week 1, Day 7, Month 7, Year 2571

Months = 30 days, 10 months per year

? REVISED TIMELINE OF THE COLLAPSE

Starting: Week 1, Day 7, Month 7, Year 2571

? WEEK 1 — THE SPARK (Days 1–7)

Day 7 (Starting Point)

  • Peasant unrest peaks across the central kingdom.

  • The lich begins to subtly manipulate agitators.

  • Assassin cult kills two nobles in the west, causing panic.

  • Kingdom Teal (north) is still reeling from the Day 4, Month 6 attacks on two border towns — they are on high alert but stretched thin.

  • The main army of the central kingdom remains deployed abroad.

? WEEK 2 — THE UPRISING IGNITES (Days 8–14)

Day 8–10

  • Riots erupt in central farmlands and two major towns.

  • The lich uses illusions to appear as a prophetic revolutionary figure.

  • Assassin cult kills a Western viscount, destabilising the Western frontier near Kingdom White.

Day 11–14

  • Peasants seize granaries and local armouries.

  • The lich animates the first undead “fallen rebels.”

  • Kingdom Teal sends scouts south to assess the spreading chaos.

⚔️ WEEK 3 — THE NOBILITY COLLAPSES (Days 15–21)

Day 15–17

  • Three noble houses fall in the central region.

  • The lich dominates two rebel leaders to ensure ideological unity.

  • Assassin cult kills a general in the west, leaving the western marches leaderless.

Day 18–21

  • The Capital city enters lockdown.

  • Peasant militias form; the lich installs dominated captains.

  • Graptey (north east) orc scouts cross the border, sensing opportunity.

?￯ᄌマ WEEK 4 — THE POWER VACUUM (Days 22–30)

Day 22–25

  • The king orders the army home, but messengers vanish.

  • The lich raises undead from plague pits and old battlefields.

  • Kingdom White (west) moves troops to “secure the border,” but really to prepare for annexation.

  • Kingdom Teal (north) fortifies its southern border, fearing spillover.

Day 26–30

  • Graptey orcs raid two frontier hamlets in the north east.

  • Kingdom White seizes a western border fort “for stability.”

  • The lich establishes a hidden command center beneath a ruined estate.

? WEEK 5 — THE LAND GRAB BEGINS (Month 8, Days 1–7)

Day 1–3

  • Kingdom White annexes three western villages with minimal resistance.

  • Kingdom Teal occupies two northern river crossings to prevent refugee spillover.

  • Graptey orcs raid deeper, capturing a small mining outpost.

Day 4–7

  • The lich dominates a captured noble to gain access to sealed archives.

  • The Peasant armies swell dramatically.

  • Assassin cult fractures — some members now unknowingly serve the lich.

? WEEK 6 — THE LICH CONSOLIDATES POWER (Days 8–14)

Day 8–10

  • Undead labourers repair rebel-held towns.

  • The lich geases several rebel leaders.

  • Graptey orcs launch a full invasion into the north-east farmlands.

Day 11–14

  • Kingdom White and Kingdom Teal clash over disputed northern western borderlands.

  • The lich quietly feeds misinformation to both sides.

  • Peasant forces take the capital’s outer districts.

?¬タヘ☠️ WEEK 7 — THE KINGDOM SHATTERS (Days 15–21)

Day 15–17

  • The capital falls.

  • The king disappears (dead? fled? dominated?).

  • The lich’s “People’s Council” is declared.

  • Graptey orcs seize the north-east mines.

Day 18–21

  • Kingdom White annexes the western plains.

  • Kingdom Teal takes the northern trade towns.

  • Graptey holds the north-east forests and mines.

  • The lich controls the central heartland.

? WEEK 8 — THE FOUR-WAY DIVISION (Days 22–30)

By the end of Month 8:

The land is divided into four powers:

The old kingdom is gone. The lich is now the most strategically positioned power.

If you want, I can now build:

  • A month-by-month timeline for the next year

  • A map description of the four territories

  • The political structure of the lich’s new state

  • A breakdown of each faction’s military strength

  • A cast of key NPCs (rebels, nobles, orcs, foreign generals, assassin cult leaders.



Below is a fully revised timeline, a coherent political structure for the lich-led state, and a cast of major NPCs who drive the story forward. I’ve kept everything internally consistent with your geography:

  • Kingdom White → West

  • Kingdom Teal → North

  • Graptey (Ork Kingdom) → North East

  • Central Kingdom → Now collapsing

  • Start date → Week 1, Day 7, Month 7, Year 2571

I’ll give you something you can drop straight into a campaign or world bible.


? NEW EXPANDED TIMELINE

Starting: Week 1, Day 7, Month 7, Year 2571

? WEEK 1 — THE FIRST CRACKS (Days 1–7)

  • Food shortages and tax riots erupt across the central kingdom.

  • The lich begins manipulating agitators with Suggestion and Charm Person.

  • Assassin cult kills two nobles in the west, destabilizing the frontier near Kingdom White.

  • Kingdom Teal is still recovering from the Day 4, Month 6 attacks on two of its towns.

  • The main army remains deployed abroad.

? WEEK 2 — THE UPRISING IGNITES (Days 8–14)

  • Riots spread to three major towns.

  • The lich uses illusions to appear as a revolutionary prophet.

  • Assassin cult kills a western viscount; panic spreads toward Kingdom White’s border.

  • Peasants seize granaries and armories.

  • Graptey orc scouts probe the north east frontier.

⚔️ WEEK 3 — NOBILITY IN FREEFALL (Days 15–21)

  • Three noble houses fall in the central region.

  • The lich dominates two rebel leaders to unify the revolt.

  • Assassin cult kills a general in the west, leaving the western marches leaderless.

  • Capital city enters lockdown.

  • Peasant militias form; the lich installs dominated captains.

?￯ᄌマ WEEK 4 — THE VACUUM OPENS (Days 22–30)

  • The king orders the army home, but messengers vanish.

  • The lich raises undead from plague pits and old battlefields.

  • Kingdom White moves troops eastward “to secure the border.”

  • Kingdom Teal fortifies its southern border.

  • Graptey orcs raid two frontier hamlets.

? WEEK 5 — THE LAND GRAB BEGINS (Month 8, Days 1–7)

  • Kingdom White annexes three western villages.

  • Kingdom Teal occupies two northern river crossings.

  • Graptey orcs seize a small mining outpost.

  • The lich dominates a captured noble to access sealed archives.

  • Peasant armies swell dramatically.

? WEEK 6 — THE LICH CONSOLIDATES (Days 8–14)

  • Undead labourers repair rebel held towns.

  • The lich geases several rebel leaders.

  • Graptey orcs launch a full invasion into the north east farmlands.

  • Kingdom White and Teal clash over disputed borderlands.

  • Peasant forces take the capital’s outer districts.

?¬タヘ☠️ WEEK 7 — THE KINGDOM SHATTERS (Days 15–21)

  • The capital falls.

  • The king disappears.

  • The lich’s “People’s Council” is declared.

  • Graptey orcs seize the north east mines.

  • Kingdom White annexes the western plains.

  • Kingdom Teal takes the northern trade towns.

? WEEK 8 — THE FOUR WAY DIVISION (Days 22–30)

By the end of Month 8:

?￯ᄌマ POLITICAL STRUCTURE OF THE LICH LED STATE

The lich rules indirectly, using a puppet government and layers of magical control.

? 1. The People’s Council (Public Government)

A 12 member council of “revolutionary leaders.” In reality, 8 are dominated, 3 are charmed, and 1 is geased.

Roles:

  • Speaker of the People (dominated)

  • Master of Grain (charmed)

  • Marshal of the Militia (dominated)

  • Keeper of the Dead (geased)

  • Minister of Roads (dominated)

  • Minister of Justice (dominated)

  • Minister of Trade (charmed)

  • Minister of Faith (dominated)

  • Minister of Records (dominated)

  • Minister of Labour (charmed)

  • Minister of Security (dominated)

  • Minister of Health (dominated)

The public believes they are self governing. They are not.

? 2. The Lich’s Shadow Cabinet (Secret Inner Circle)

These are the true administrators.

  • The Lich — Supreme authority, unseen.

  • Three Undead Advisors — Former scholars, now lich bound.

  • Two Dominated Wizards — Handle magical infrastructure.

  • One Charmed Cleric — Manages religious compliance.

  • One Geased Noble — Provides legitimacy and historical knowledge.

⚔️ 3. The Revolutionary Guard

A hybrid force of:

  • Undead infantry

  • Dominated militia captains

  • Charmed agitators

  • A few monstrous servants

They enforce order with ruthless efficiency.

⚙️ 4. The Undead Labour Corps

Skeletons and zombies perform:

  • Farming

  • Road repair

  • Construction

  • Night time labour

  • Dangerous tasks

This frees the living population for skilled work and military service.

? NPC CAST (MAJOR FIGURES)

Here’s a strong, varied cast you can use immediately.

? THE LICH (True Ruler)

Name: Asterion Vale Former Life: Court archmage, betrayed by nobles Personality: Cold, calculating, eerily patient Goal: Build a perfectly ordered society under immortal rule Secret: His phylactery is hidden in a ruined noble estate beneath a false tomb

?￯ᄌマ ASSASSIN CULT LEADER

Name: Serrin of the Black Veil Status: Unknowingly dominated by the lich Role: Continues killing nobles, now targeting those who resist the new order Personality: Fanatical, ascetic, believes he serves justice Secret: The lich uses him to eliminate rival spellcasters

? PEOPLE’S COUNCIL — KEY MEMBERS

1. Speaker of the People (Dominated)

Name: Marla Dovren Background: Charismatic peasant leader Public Role: Face of the revolution Secret: Her mind is not her own

2. Marshal of the Militia (Dominated)

Name: Captain Roderic Hale Background: Former city guard officer Role: Commands the revolutionary armies Secret: The lich uses him to direct troop movements

3. Keeper of the Dead (Geased)

Name: Sister Elayne Background: Former priestess Role: Oversees burial rites and undead integration Secret: She knows the truth but cannot speak it

⚔️ EXTERNAL POWERS

Kingdom White General

Name: General Varron Hale Personality: Ambitious, pragmatic Goal: Annex as much land as possible Secret: He suspects a supernatural force behind the revolt

Kingdom Teal Envoy

Name: Lady Seris Thorne Personality: Diplomatic, cautious Goal: Prevent the revolt from spilling north Secret: She seeks an alliance with the lich out of desperation

Graptey Warlord

Name: Gorvak the Iron Tusker Personality: Brutal, cunning Goal: Expand Graptey’s territory Secret: He believes the lich is a god and wants to serve him

If you want, I can now build:

  • A map description of the four territories

  • A year long extended timeline

  • A military breakdown of each faction

  • A plot arc for a campaign set in this world

  • A detailed dossier on Asterion Vale (the lich)

Just tell me where you want to go next.

Absolutely — let’s build this into a full extended timeline and a campaign ready plot arc that feels coherent, dramatic, and grounded in the political and magical logic of your world. I’ll keep the pacing tight, the stakes escalating, and the factions moving in ways that make sense for their geography and motivations.

Below is a year long timeline (Month 7 through Month 10 of Year 2571, then into 2572), followed by a plot arc you can use for a campaign, novel, or strategy narrative.

? EXTENDED TIMELINE (Month 7, Year 2571 → Month 5, Year 2572)

? MONTH 7, YEAR 2571 — THE BREAKING POINT

Week 1–2

  • Peasant riots erupt across the central kingdom.

  • The lich begins manipulating agitators and dominating key leaders.

  • Assassin cult kills nobles in the west, destabilizing the frontier near Kingdom White.

  • Kingdom Teal is still recovering from the Month 6 attacks on two towns.

Week 3–4

  • Three noble houses fall.

  • Graptey orcs raid the north east.

  • Capital enters lockdown.

  • The lich raises the first undead labour corps.

⚔️ MONTH 8 — THE KINGDOM FRACTURES

Week 1

  • Kingdom White annexes western villages.

  • Kingdom Teal occupies northern river crossings.

  • Graptey seizes a mining outpost.

Week 2

  • The lich geases rebel leaders.

  • Undead repair infrastructure.

  • Assassin cult fractures; half unknowingly serve the lich.

Week 3

  • Capital’s outer districts fall.

  • Graptey launches a full invasion into the north east.

Week 4

  • The capital collapses.

  • The king disappears.

  • The lich’s puppet “People’s Council” is declared.

  • The four way division emerges.

? MONTH 9 — THE NEW ORDER TAKES SHAPE

Week 1

  • The lich consolidates the central heartland.

  • Undead labourers restore roads and irrigation.

  • Grain production stabilizes.

Week 2

  • Kingdom White fortifies the western plains.

  • Kingdom Teal builds defensive palisades along the southern border.

  • Graptey raids intensify.

Week 3

  • Refugees flee into the lich’s territory, where they are “welcomed” and quietly screened for usefulness.

  • The lich begins constructing hidden necromantic infrastructure beneath the capital ruins.

Week 4

  • The People’s Council announces sweeping reforms:

    • Abolition of noble titles

    • Redistribution of land

    • “Voluntary” labour quotas

  • All reforms are enforced by undead militia.

? MONTH 10 — THE LICH’S STATE STABILIZES

Week 1

  • Trade routes reopen under lich control.

  • Undead caravans begin delivering grain to border towns.

Week 2

  • Kingdom White and Teal clash in a border skirmish.

  • The lich secretly fuels the conflict with illusions and misinformation.

Week 3

  • Graptey orcs attempt to raid deeper but are repelled by undead pikemen.

  • Gorvak the Iron Tusker begins to suspect the lich is a “death god.”

Week 4

  • The lich begins long term projects:

  • A necromantic academy

  • A census of the living

  • A network of underground ossuaries

  • A secret phylactery vault

? YEAR 2572 — THE AGE OF FOUR POWERS

? MONTHS 1–2 — THE LICH’S GOLDEN QUARTER

  • The central region becomes the most stable territory:

    • No famine

    • No banditry

    • No corruption

    • No noble oppression

  • Undead labour makes the economy efficient.

  • Living citizens enjoy unprecedented safety — at the cost of freedom.

⚔️ MONTHS 3–4 — BORDER TENSIONS RISE

Kingdom White

  • Expands military presence along the western frontier.

  • Begins conscripting refugees.

Kingdom Teal

  • Forms a defensive alliance with two northern city states.

  • Sends envoys to the lich’s council.

Graptey

  • Gathers warbands for a spring offensive.

  • Gorvak sends emissaries to the lich, seeking “divine favour.”

Lich Led State

  • Begins quietly infiltrating both White and Teal with dominated agents.

  • Constructs a massive underground ossuary beneath the capital.

? MONTH 5 — THE NEXT CRISIS BREWS

  • A mysterious plague appears in Kingdom White’s border towns.

  • Kingdom White blames the lich.

  • Kingdom Teal suspects Graptey.

  • Graptey blames everyone.

The lich knows the truth: It wasn’t him — something else is moving.

This sets the stage for the plot arc.

? PLOT ARC: “THE FOUR SHADOWS OF 2572”

This arc is designed to be flexible — it works for a campaign, a novel, or a strategic narrative.

ACT I — THE REVOLUTION’S AFTERMATH

  • The lich led state stabilizes.

  • Refugees pour in.

  • The People’s Council becomes increasingly authoritarian.

  • PCs or protagonists uncover hints that the council is magically controlled.

  • Rumours spread that the king is alive — or undead.

ACT II — THE SHADOW WAR

Three external powers maneuver:

Kingdom White

  • Plans a crusade to “liberate” the central lands.

  • PCs may uncover evidence of White’s war preparations.

Kingdom Teal

  • Seeks a diplomatic solution.

  • PCs may be sent as envoys or spies.

Graptey

  • Prepares a massive raid.

  • PCs may infiltrate or negotiate with orc warbands.

Meanwhile, the lich:

  • Expands undead forces

  • Builds secret necromantic infrastructure

  • Hunts for a rival necromancer or plague bearer

ACT III — THE PLAGUE OF MONTH 5

A new plague emerges in Kingdom White.

Key beats:

  • It spreads too fast to be natural.

  • It ignores undead.

  • It mutates.

  • It destabilizes the western quarter.

PCs discover:

  • The plague is engineered

  • Not by the lich

  • But by a third party necromancer, cult, or ancient entity

This becomes the new antagonist.

ACT IV — THE THREE WAY CONFLICT

The plague forces unlikely alliances.

Possible alliances:

  • Lich + Teal vs White

  • Lich + White vs Graptey

  • Teal + Graptey vs Lich

  • Or a chaotic four way conflict

The lich may:

  • Offer a cure

  • Weaponize the plague

  • Attempt to dominate the other rulers

  • Reveal the true enemy

ACT V — THE TRUE ENEMY EMERGES

The plague’s creator reveals themselves:

  • A rival lich

  • A forgotten archmage

  • A demon prince

  • A cursed artifact

  • A divine punishment

  • A rogue faction of the assassin cult

The four powers must decide:

  • Unite

  • Or be consumed

The lich may:

  • Become an uneasy ally

  • Attempt to seize total control

  • Betray everyone

  • Or be betrayed

ACT VI — THE FINAL RECKONING

The climax depends on your tone:

Heroic Ending

The four powers unite to defeat the plague maker. The lich is destroyed or exiled. A new order rises.

Dark Ending

The lich triumphs. The other powers fall. The central state becomes an undead empire.

Bittersweet Ending

The plague is defeated, but:

  • White collapses

  • Teal retreats

  • Graptey burns

  • The lich remains

  • The world changes forever

If you want, I can now build:

  • A map description of the four territories

  • A detailed dossier on the plague’s true creator

  • A military breakdown of each faction

  • A character arc for the lich

  • A campaign starter scene

Just tell me which direction you want to explore next.

 - - - - - - - - - - - - - - - 

Copilot (C) 2026 Microsoft was used in the making of this post.

Regards all,


Ivor Cogdell

 Graptey(C) 2026. Ivor Cogdell.




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.



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.


****************** 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,   ******Did some more to here  *********



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