A Slew of Reviews

These rad games all came through my radar over the past period of time, and I figured I’d just post my thoughts all in one! As always, these reviews will be copied over to the itchio pages with a rating to support the creators, and I recommend you buy the games that sound cool to you, and TIP the creators!

I keep on meaning to do individual posts with reviews but life… is a pain in the ass. However, these rad games all came through my radar over the past period of time, and I figured I’d just post my thoughts all in one! As always, these reviews will be copied over to the itchio pages with a rating to support the creators, and I recommend you buy the games that sound cool to you, and TIP the creators! 

Remember this Pride month that marginalized queer creators need support especially when big corporations are promoting Pride stuff while not actually supporting queer creators! Direct support matters!

A note: Please keep in mind that my reviews are largely based on short self-playtests, solo play, and the review of the text since I am unable to put together a game group at this time. I’ve played, read, & designed a pretty wide variety of games, so it is not typically challenging for me to envision how something plays out in full experiences, but it is still useful to know that the review is based on limited engagement.


An illustration of two skeletons in button down shirts and ties with black pants standing by a water cooler conversing, using pale pink, black, and white colors.

Skel-IT-Ons by Nevyn Holmes

Genre Tags: multiplayer (3+ players & facilitator), fantasy, tarot cards, heists, coins
Replayable? Yes!
Actual Play Available? Some examples in text
Length: Short (One-shot)

Full disclosure: I think Nevyn is very cool and enjoy their work, and have done Script Change consultation work for them. However, I don’t think this really changes how I feel about the game!

Skel-IT-Ons by Nevyn Holmes is a rules-light one-shot tabletop roleplaying game based on John Harper’s Lasers and Feelings in which you play skeletons working in the IT department of a major corporate entity. Only the player characters are skeletons, which means you’re surrounded by meat suits. It’s generally pretty lightweight, with a fun and silly premise, which I think is awesome! The game uses six-sided dice and a means to record your character & their information.

The graphic presentation of the game is really gorgeous. I love using bright pink against grey or other monotone, and the cover’s stark imagery of cubicles with the bright pink text over it is so great! It evokes a really specific vibe that is what my brain calls “eldritch corporate” and I don’t know how else to explain that! The interior has really cute and fun skeleton art and a combination of sans serif and handwritten font that’s still adequately legible for most people, and the text is mostly large enough to read without zooming in on a PDF.

The rules are informed by Lasers and Feelings, but also influenced by Grant Howitt’s Honey Heist. The presentation of the rules flows pretty well, starting with character creation and then moving onto gameplay, facilitation, then the tables and credits on the final page. Character creation is pretty simple, a combination of freeform elements like your name (which must be totally normal, definitely human), constrained elements like your stat number (ranging 2-5, higher determining that you’re better at IT and therefore good at human stuff, or lower determining that you’re better at Spooky and therefore good at sneaking and skullduggery), and choosing from picklists for things like your specialty (email, lying, brawling, user accounts, etc.), role (InfoSec, Intern, etc.), Skeleton Power (Funny Bones, Picky Fingers, etc.), ulterior motive, and fear. It’s flavorful and well suited to the game!

To play the game, you roll dice when there’s uncertain rules or risk, using six-sided dice and adding dice based on various factors (expertise, preparedness, etc.). The number of dice that succeed (trying to roll over your stat if you’re rolling Spooky, and under your stat for IT). There are helping moves, plus ones for focusing and reducing your meters. Your meters are Spooky and IT, and increase or decrease based on failure or success, and are what determine wheter you go feral, turn into a pile of bones, get found out as a skeleton, or lose your job! It’s cool to see genuine stakes in a one-shot game but still ones that aren’t too intense. I also love the presentation of the rules here!

A lot of the game is focused on completing IT tickets, which have tables in the back and can gain you Kudos, which determines the final winners. The tickets are determined by the facilitator’s rolls on the ticket tables, and the facilitator can also include things like Overtime for unresolved tickets, or introduce Absurd Obstacles to make things a little more hectic. For the players, the three main goals are “‘Fix’ things, complete your ulterior motive, and don’t get fired or turned to bones.” The facilitator (called a GM here) is there to make things complicated and present challenges, as well as to help determine what happens when rolls fail.

Overall, I think Skel-IT-Ons by Nevyn Holmes is a rad one-shot game that has great art and layout with really approachable set of rules that create an entertaining environment for play! I definitely recommend picking it up, especially as many people are rejoining their game groups & simultaneously returning to more “standard” work environments. Practice keeping your skeleton identity under wraps and have some fun with friends!


The cover of When The Music Stops with an image of a cassette tape with some of the tape pulled out on a somewhat abstract, dark colored background that implies the cassette is crashing through glass. Above the cassette tape, the title is presented in a block format of white text.

When the Music Stops by Yuri R

Genre Tags: multiplayer (3+ players & facilitator), fantasy, tarot cards, heists, coins
Replayable? Yes!
Actual Play Available? Some examples in text
Length: Short (One-shot)

When the Music Stops by Yuri R is a GMless story game for 1-5 players designed to be played while listening to a mixtape and using the tape to travel through time by rewinding the music. It is inspired by Ribbon Drive by Avery Alder. The game only assumes that the characters can somehow travel through time, and that they’re trying to stop some disaster from coming to pass, and otherwise it is setting agnostic. The game uses 4 six-sided dice, a way to play music & prepared playlist (prepared by a player or using one of the provided lists), lyrics for the final song of the playlist, and a way to take notes.

The layout of this game is pretty with photographs of a lot of music-related objects and scenes (record players with quotes, cassette tapes, etc.) in a largely monotone (black, white, grey) color palette. the font is mostly monospace like typewriter font except for the serif quotes and sans serif thicker header fonts. The only part that’s a little challenging to read is really the music tracklists, which are white on black and smaller text, however, there’s a link to the Spotify playlists so that you can easily find the songs without having to read them!

When the Music Stops includes a safety section that’s well worded and encourages using safety tools as well as breaks and dialogue, primarily recommending lines & veils set up a few days before play to allow for time to prepare. I really appreciate setting safety expectations early, and putting this section before the Making the Mixtape section, because I personally know some music can even impact a person’s ability to play safely. (I feel like Script Change would suit this game well, also, if you’re looking for more structure.)

The Mixtape section is really great, giving guidelines on choosing a theme, timing the playlist well, including diversity, and the importance of having the lyrics (including a translation if it’s not in your native language) of the final song. As I mentioned, there’s also a sample playlist with a Spotify link, which makes this simpler for pickup play! In the section on playing the game, the instructions say to fast forward to the final song and look over the lyrics together, not talking but listening, and then flesh out the disastrous event when the music stops. There is a lot of useful guidance here on how much to detail, what to use to inform the narrative, and what it means to play towards resolving the disaster instead of trying to immediately fix it.

Character creation includes name, pronouns, and four traits for each character as well as any additional notes you desire to include or not. Traits are simple, descriptive phrases like “Single father,” “blessed by the gods,” and so on, with two being directly from the lyrics of the final song even if they overlap with others, just interpreted differently. This is really a cool and simple character creation that uses the game’s musical mechanics, which I love!

Each game also includes up to 7 Obstacles, and I like the flexibility in this section allowing you to stop when you feel it makes sense and say that whatever Obstacle you’re at is the final Obstacle. It is also is great that this section includes guidance to check in with quiet players and encourage them to, if they desire, be the next to introduce an Obstacle, since the last person who spoke in a given scene is given the right to introduce an Obstacle and some players are quieter or engage in different ways. You also don’t have to have Obstacles in scenes, which allows for more flexible storytelling.

Resolving obstacles uses die rolls against a 1-3 (makes it worse and causes you to use Chronicle points), 4-5 (timeline fights back, rewind your playlist), to 6 (overcome obstacle and gain a Chronicle point, more successes is more points) scale. You roll dice equal to the traits you’re using, which can be based on combined/team effort. I will say that it would be useful if Chronicle points were defined before this section, but it’s not too complicated to figure out or find since it’s a small document! The Chronicle points define how effectively you address the disaster at the end of the game, with more being better.

Finally, a great part of the game is the epilogue section on Rebuilding. This is after the confrontation of the disaster where you kind of unwind and thank each other & give positive feedback. It’s a great debriefing that includes a number of useful questions integrated into the structure, and I love a good opportunity to say nice things about each other and release tension or anxiety about the experience of play.

When the Music Stops by Yuri R is a great way to use music mechanics to tell a story and represent traveling through time in an attempt to avert disaster! I absolutely think it’s worth checking out and playing alone or with friends, whether you’re playing face-to-face or long distance. Music is a great supplement to storytelling & roleplaying, and this is a great example of how integrating it is awesome!


***Intermission – Game Bundles!***

There’s some amazing game bundles happening this month, please check them out and see which one suits you!

Queer Games Bundle 2021 – I’m in this bundle with I love you and I adore you! It has TONS of games and there’s even a Pay What You Want edition! Great Pride month collection! Support queer creators in and out of the bundle this month and all year round!

Indie bundle for Palestinian Aid – This bundle to support Palestinians who are struggling against the genocidal acts of Israel is full of tons of AMAZING games, and I’m in this one with Let Me Take a Selfie! Thoughty is an apartheid free space opposed to the actions of the state of Israel!

TTRPG Charity Bundle for Trans Support – I am sad I missed out on getting in to participate for this one, but WOW is it full of tons of wonderful games! Don’t miss out on helping trans people thrive in spite of the current harmful legislation attempts!


An image from Sapling Soul featuring small green coniferous trees growing out of a moss covered piece of landscape.

Sapling Soul by Logan Timmins

Genre Tags: multiplayer (3+ players & facilitator), fantasy, tarot cards, heists, coins
Replayable? Yes!
Actual Play Available? Some examples in text
Length: Short (One-shot)

Sapling Soul by Logan Timmins (breathingstories) is a solo game inspired by We Forest Three by Rae Nedjadi and is an evocative exploration about belonging to the Forest and the Forest calling to you for help. It uses multiple (at least one) six-sided dice, a 20-sided die, a way to record your journey (digital, handwritten, or audio are all offered), and about 30 minutes of your time. This game is presented pretty simply but I feel it has a lot of depth!

The layout uses a simple white background and black text in a serif font with beautiful nature photography, very atmospheric and mysterious photographs of forests with light pouring between trees or the sky peeking through the foliage. I love tree photos so I immediately loved this part of the text, to be honest! Overall the layout is really functional, which is important, but it’s also quite pretty.

The start of the game includes some flavor text to guide your journaling and set the scene, and then has you establish your Trust in the forest by rolling 2d6 and adding 3. If you have 0 trust, you move to a section called “Losing Trust” and follow the instructions there, but you start out with this established number and record it in your journal. After this, you create your Sapling Soul. I won’t be including all of my play through, but here are the questions for creation and my responses.

What is your name? Evan
What does the Forest call you? The Lost One
How does the Forest call to you? The Forest keens, a ringing sound in the distance, that I know and will never forget.

Sapling Soul Creation Questions & Responses

You also have three attributes, empathy, nurture, and unknowable. To get stats for these, you roll 3d6 and add the totals together for each attribute. When you test these attributes, you roll the 20-sided die. Equal or under the attribute succeeds, over the attribute fails. Consequences happen in either case, and in some cases you invite hostility, including that of the Haunted, resulting in marking a strike in your journal. Three strikes invokes the Hunted by Haunted section. In encounters, you sometimes won’t test your attributes, and instead roll a d6 to find out what will happen. The mechanics here are pretty well explained and quite simple, and though a lot of the play is in the experience of journaling, the journaling is impacted quite a bit by these rolls.

There is a short safety section that details how there is a chance you won’t make it through, and that failure is still a story, with a note to pause or leave the game if you’re uncomfortable. I often wish solo games had more structured safety support, and I felt that here, but I am glad it’s noted at all. Reminding people that you don’t have to finish a game is important!

The following pages after this are the actual play with prompts and the results on a 1-2, 3-4, 5-6 scale or 1-3, 4-6 scale based on your d6 rolls. After the first roll, sometimes you’re prompted to test your Attributes, and there are further results on a similar d6 scale that impact your Trust stat, the number of strikes you mark related to the Haunted, and other things like causing you to have to roll twice and take the lower score on your next test. All of this is supported with about a paragraph or more of flavor and detail about what happens narratively because of your results, anything from chittering in the forest to physical discomfort or threats from the Haunted.

I will be clear that there are absolutely parts of this that could be disturbing, scary, or potentially triggering. There are a lot of themes of struggle, potential combat whether physical or metaphysical, spooky framing of the forest environment and the threats you encounter, some elements of deception, and some elements of being pursued or chased, among other potential elements that I might not have caught. I would especially note that the results of being overtaken by the Haunted or the Intruder both involve loss of self, not always ending the story but making you into one of the Haunted. For me, this is particularly creepy and stressful, but it’s a completely legit story element. If you like things that are spooky and a little unsettling, deeply evocative and exploratory, this game might suit you well! It’s super captivating and enjoyable!

Sapling Soul by Logan Timmins is a journaling game that takes you deep into the forest and explores a haunting story. I recommend it for a mysterious experience in storytelling! If you’re still spending a lot of time at home and alone like so many of us are, this may be the perfect way to get outside without even leaving your door.


The cover of Royal Blood by Grant Howitt featuring a blurred background that looks like stained glass including a red rose with green leaves. The title is in white sans serif font, stylized, including the tagline "a game of cards." There is also a crown with an eye in it above the text.

Royal Blood by Grant Howitt

Genre Tags: multiplayer (3+ players & facilitator), fantasy, tarot cards, heists, coins
Replayable? Yes!
Actual Play Available? Some examples in text
Length: Short (One-shot)

Royal Blood by Grant Howitt is a rules-light heist roleplaying game for three or more players and a facilitator in which you, the Royals, intend to take the power of the Arcane in a heist. It requires a deck of tarot cards that is shared amongst the players and a handful of coins. The text states that it typically takes 2-3 hours if played at a fair pace, but does also say you can play in multiple sittings if you want to take your time.

The layout of the game is really pretty with colorful, patterned backgrounds that have images related to the various tarot cards and the general theme. There are bold colored splashes with text over them on many pages, which I am grateful for because as gorgeous as these pages are, the narrow sans-serif font can be a little challenging to read over some of the more vivid or busy backgrounds. This is likely just a me thing though, I don’t think most people will struggle! Overall it looks great and it uses a little crown-and-eye icon to indicate when the author is providing guidance or notes, which is fun and useful!

Character creation for the Royals involves choosing a Royal from the tarot cards (four families of royals, based on the suits of wands, swords, etc. with detailed roles in the text of the game). All of the characters are equal regardless of implied hierarchy, and the text details that whether you’re naturally part of a family or not is irrelevant, as it’s based on your magic awakening. Next you ask the Royal on your right a series of questions, and the Royal on your left a different series of questions. The questions are really great (“Who have we both loved?” and “What secret of mine do I wish you didn’t know?” are great prompts, and there are several others!). Next, you write down “silver” and “blood” on a sheet of paper, splitting two facets between these two fields, including things like relationships or equipment. Silver relates to arcane ancestry, while blood is real world and mundane things.

These facets are what you wager in challenges, and when you fail they’re damaged or lost. You invert (like a tarot card can invert) when you lose all facets. This is a cool way to handle managing resources and what you can use them for without having to keep detailed track, as well as making resources integral to the actual narrative & engagement with challenges. The section on “Junk Magic” talks about using objects, fetishes, charms, and relics to accomplish magic, which is something the Arcane don’t have to do but Royals do. Determining how you do this is part of character creation.

You also choose a reason you’re doing this heist, but it’s a secret from the other Royals, whether it’s revenge, pride, greed, or loyalty. The game does say that you don’t have to define this in detail up front, and that it might change through play. You reveal this when your card inverts! All of this and a name and you’ve created a character. Each of the families has a ton of rich flavor and detail for the characters, so I feel like there’s a lot of room to play this multiple times.

The next sections of the game describe the Arcane, basically who you’re facing in the heist to take their powers, and the City, where the game is set. The Arcane each have a domain in the city where they’re strongest, defined & fleshed out by all players as a group. It also details how the Royals will describe their court, and then the five icons that players gain (each getting one) that can be used in case of a crisis.

To start off, Fate Herself (the facilitator) draws a major Arcana card to choose & describe the Mark for the heist, and players share something that relates the Mark to them (things that could potentially motivate them against the Mark are especially good here) and Fate Herself records them. The Mark holds The Prize, which is the manifestation of the power the Royals are stealing. The Prize is protected by the Box, which is basically the obstacles the Royals encounter, represented by five major arcana cards laid out on the table around the Mark, and defined by the Icons list in the text. From here, players use coins (3 per player) and play through scouting for the heist, defining the box, placing coins to indicate contributions, then using their facets and so on to play through the actual heist and engagement. They’ll draw cards and based on the card result get a “No, and,” “yes, but,” “yes, and,” or a “yes, and then some” from Fate Herself that gets broken down and affects how they overcome icons. If all icons are overcome, the prize is had, but there can be a lot of complications down the line!

The game itself is rules light, but the execution could be more complex for those unfamiliar with tarot, or for those who might struggle with using multiple components for whatever reason. I’d recommend thoroughly reading the text, as well as looking over the noted alterative rules within the text, before engaging in play. The game doesn’t have any particular safety guidance, so I’d especially recommend having a discussion up front to see how you want to support a safer table & if there’s any aspects of a magical heist that you want to encourage or avoid.

Royal Blood by Grant Howitt is a beautiful and intriguing heist game using tarot cards and themes to help create a stirring environment for roleplay. I think it would be great especially for play groups that like tarot card themes and want to explore what their presence in a concrete world would mean, especially when vying for ownership of power. If you’ve got some witchy friends you’d like to get together, this may be just the game for you!


I hope you enjoyed these reviews! I hope to do more of these over time, as well as other posts about theory and design! If you enjoyed these, please support the creators by picking up their games & tipping, as well as leaving positive reviews. You can also check out the awesome bundles I linked to, full of great games for important causes! Finally, consider supporting Thoughty on ko-fi.com/thoughty if you’d like to see more from me!

#33in28 – Week 4 Reviews

This week is the final installment of my #33in28 series of solo roleplaying game reviews that I wanted to do for my birthday month. This post is a little late, but the final reviews took me longer than intended in the wake of some trauma and grief. I think that there are a lot of great games in this bunch though, so check them out!

This week is the final installment of my #33in28 series of solo roleplaying game reviews that I wanted to do for my birthday month. This post is a little late, but the final reviews took me longer than intended in the wake of some trauma and grief. I think that there are a lot of great games in this bunch though, so check them out!


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#33in28 – Lay On Hands

Right now on Kickstarter for #ZineQuest3, there is a solo dexterity based role-playing game funding called LAY ON HANDS. It doesn’t have many days left to go, but I was fortunate enough to get a copy of an early draft to preview on Thoughty. This game is smart and looks great already; the idea of having to draw in a maze as a way to test your character’s skills and trying to rack up as many points as possible until the coin stops spinning is just something that I have never seen before.

Today we have a guest review by Thomas Novosel for #33in28 about Lay On Hands, which is currently on Kickstarter! Check out the review and Kickstarter for a dexterity based good time – only so much time to go!

The General Idea

Genre Tags: solo, lonely, journaling, post-apocalyptic, coins, drawing, art
Replayable? Yes!
Actual Play Available? None yet available
Length: Short to Medium, (Journaling Optional)

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#33in28 – The Gardener is Dead Review

The Gardener is Dead is a ghostly storytelling game by Ginger (@inkyginge). The game is currently on Kickstarter and doing well, and I think it deserves a little extra attention! I reviewed a draft version of the game provided to me by Ginger, so there is a chance something will change by the final version. That being said, this game uses at least 1 six-sided die, a deck of playing cards, paper, pencils, and tokens (pieces of paper or index cards will do). It’s intended for anywhere from one to four players, but I’m looking at it as a journaling game.

Hi all! Another #33in28 review coming at you – this time one that’s actively on Kickstarter! Check out The Gardener is Dead in my review below and on Kickstarter before time runs out!

The Gardener is Dead

By Ginger (@inkyginge)

The General Idea

Genre Tags: solo, multi-player, lonely, journaling, death, loss, nature, cards, dice, plants
Replayable? Yes!
Actual Play Available? Many examples in text
Length: Short, 2-3 hours, Journaling (At your own pace)


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#33in28 Week 3 Reviews

Hi all! This is the week three set of my #33in28 reviews! The final post will go up on Sunday of next week. This week I’m covering a lot of self-care and meta type games like Ego and soulQUEST, but don’t worry, there’s still time to get Lost in the Deep. Enjoy!

Hi all! This is the week three set of my #33in28 reviews! The final post will go up on Sunday of next week. This week I’m covering a lot of self-care and meta type games like Ego and soulQUEST, but don’t worry, there’s still time to get Lost in the Deep. Enjoy!


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#33in28 Precious Little Animal Review

Hi all! This is my review for the third week of #33in28 where I focus on a single game. This week’s game is Alex Roberts’ Precious Little Animal! It seemed really cute and positive, which I think is something all of us could benefit from this week. Precious Little Animal is a journaling game where you tell positive things to an animal friend and is currently on Kickstarter!

Hi all! This is my review for the third week of #33in28 where I focus on a single game. This week’s game is Alex Roberts’ Precious Little Animal! It seemed really cute and positive, which I think is something all of us could benefit from this week. Precious Little Animal is a journaling game where you tell positive things to an animal friend and is currently on Kickstarter!

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#33in28 Week 2 Reviews

This is the second week’s installment of #33in28, my birthday celebration reviewing 33 solo games in 28 days! Today I’m featuring Bear, Morning Phase, Operation Cat Chat, and more! Check out these awesome games through my reviews and make sure to click through on their itchio links to find out more and buy your favorites! I want to point out with this post that every single one of these games could be priced far more and still be more than worth it, so *please consider tipping if you buy!*

Hi all! This is the second week’s installment of #33in28, my birthday celebration reviewing 33 solo games in 28 days! Today I’m featuring Bear, Morning Phase, Operation Cat Chat, and more! Check out these awesome games through my reviews and make sure to click through on their itchio links to find out more and buy your favorites! I want to point out with this post that every single one of these games could be priced far more and still be more than worth it, so *please consider tipping if you buy!*

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#33in28 – Thousand Year Old Vampire

Thousand Year Old Vampire is a multi-award winning game by Tim Hutchings currently available on itchio and in print at DriveThruRPG. It uses journaling and dice mechanics to guide the player through a solo roleplaying game about the subject – a Thousand Year Old Vampire (TYOV). The game has been widely popular, but I have a lot of thoughts to share!

Thousand Year Old Vampire

By Tim Hutchings

The General Idea

Genre Tags: solo, lonely, dice, journaling, roleplaying game
Replayable? Yes!
Actual Play Available? Examples included
Length: Short or Long, Journaling (At your own pace)

Thousand Year Old Vampire is a multi-award winning game by Tim Hutchings currently available on itchio and in print at DriveThruRPG. It uses journaling and dice mechanics to guide the player through a solo roleplaying game about the subject – a Thousand Year Old Vampire (TYOV). The game has been widely popular, but I have a lot of thoughts to share! 

As someone who initially interviewed Tim about the game, I’ve been fascinated with it from the start. I love games about characters who have superpowers like immortality or who are living over centuries, and media like that in general. This game explores that full tilt, including some really challenging topics.

The text includes warnings that you will encounter:

“themes of death, selfishness, and predation. Your character may be injured, victimized, trapped, or killed. Your character will murder and victimize people of all sorts, possibly including children, animals, loved ones, marginalized people, or themselves. You might find yourself exploring themes of imperialism, colonialism, or oppression. Characters might engage in self-harm or drug abuse. Illness, debilitation, and body horror may come into play. Your character may have their memories altered, they will certainly forget important things. 

Some of this will emerge from the Prompts, some will emerge from the choices you make as a player.

This is a personal, challenging game for mature adults. Please play hard, but stay aware of yourself and your feelings. Some good thoughts about safety in solo games can be found in Appendix Three.”
– Thousand Year Old Vampire

I love Thousand Year Old Vampire. Right now, I can’t play it.

The book is one of the most beautiful artifacts I’ve ever owned. The hardcover has gold riddling the marbled cover, and the interior is packed with images and a stunning, original layout that draws attention to the nature of this book as a well-used immortal’s journal, complete with the impression of things tucked into pages, taped into place, or scribbled into the margins. I love every time I open it, finding new gorgeous, character-building bits and pieces I missed the first four or five times I looked through. It’s sturdy, and while you can write in the book as you play, it may take some bravery to embellish the pages with your own scribbles of isolation and loneliness.

The cover of Thousand Year Old Vampire with the title taped on and the styling being of an old hardcover journal with blue and white patterning and gold inlay.

The mechanics are simple, using a d10 and d6 to select and narrow prompts and affect resolution, and the narrative mechanics of Memories and Experiences – the former the bucket for the latter, where multiple short written Experiences make up an arc of a Memory, of which you only have five total at a time. When you gain new Experiences, you lose Memories if you don’t have a space for them.

This mechanic makes so much sense to me when you consider the sheer number of prompts included to put a character through years of triumph and trauma, love and regret, camaraderie and loneliness. Imagine the number of experiences – real moments of eternal living – that a vampire would have in their endless life, how they might imagine ways of ending waking loneliness and sleeping suffering without their loved ones, regretting their deeds, wishing they could do greater ones! It is something that could be played equally passionately and dispassionately, engaging in the powerful prompts with the keen eye of a monster who only has more lives to take or instead with the weary heart of someone who has lived too long and only has longer to live. The possibilities! They are as endless as the days your vampire will sleep through and as engaging as the nights they hunt through.

I want to play this game so badly! It’s so well-written and executed, and the mechanics make so much sense for this immortal being who lives through hundreds of years of life and loss. But, as someone who struggles with memory loss, and during this time of isolation that has been very hard on me, I elected not to play it – right now. Thousand Year Old Vampire will remain on my to-play list until I get the courage to delve into its stunning pages and pen my own story of immortality, but if you want to dive in right now, don’t miss out! 

Thousand Year Old Vampire is a lonely journaling vampire game by Tim Hutchings currently available on itchio and in print at DriveThruRPG. It is one of my favorite games I’m reviewing this month and I hope you’ll check it out soon!

#33in28 Week 1 Reviews

This week I have a bundle of reviews for you, my readers! As part of #33in28 for my 33rd birthday I’m reviewing 33 solo games in February, which has 28 days. Each week I’ll post a single review on Monday, then a collection of six reviews on the following Sunday. The remaining three reviews will be peppered in on the big review days or as solo posts! As these are Let’s check out what today has to offer…

This week I have a bundle of reviews for you, my readers! As part of #33in28 for my 33rd birthday I’m reviewing 33 solo games in February, which has 28 days. Each week I’ll post a single review on Monday, then a collection of six reviews on the following Sunday. The remaining three reviews will be peppered in on the big review days or as solo posts! As these are Let’s check out what today has to offer…
*Edited 2/9/2021 to correct a name and fix some formatting.

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#33in28 Review: A Greeblin’s Journey

This is the first in my #33in28 reviews series for the month of February celebrating my birthday (I’m 33 on the 4th). I’ll do one individual review on Monday of each week, then a collection of the rest of the reviews that week on the following Sunday. Not all reviews will be the same length, but I’ll try to be thoughtful as always. I’m mixing in a few reviews of games I’m familiar with or that I just want to play, because I can (and as example reviews). Luckily I have good taste!

*This game is currently being funded through itch sales, so what I reviewed is not the final product, just what is available prior to the creator hitting their sales goal. Full disclosure: I will be editing the text and I have drawn art to be used for it, but this is the first time I’ve read the text myself.

A Greeblin’s Journey

The General Idea

Genre Tags: multiplayer (3+ players & facilitator), fantasy, tarot cards, heists, coins
Replayable? Yes!
Actual Play Available? Some examples in text
Length: Short (One-shot)

The Review

Today I’m reviewing A Greeblin’s Journey by Thomas Novosel! A Greeblin’s Journey is a solo fantasy adventure game in zine format funding through itchio. I have played it with Thomas’s help before (handwriting for me, primarily, for a playtest) and I’m excited to check it out again! 

The zine itself is well written and clearly laid out with a cute and fun cover piece by Thomas. I think the guidance at the start of the zine about themes you’ll encounter is really great, and is a good guideline for how to inform players about content so they can consent and play actively. Really a good starter. 

“A player should before they play take note of what they are comfortable with for themes, as the game’s story is meant to edge the line of victory through luck and will, and what it is like to need to move. The feelings associated with your bones requiring a change of space and life after an entire life of sitting comfortably alone.” – A Greeblin’s Journey, Thomas Novosel

This in particular really resonated with me, as someone who has been in one place for a long time, and who wants to go from one place to another. The elegance of this section’s explanation of the game to come is very true to my experience of play.

A drawing of a Greeblin sitting on a pillow, looking wrinkly and wearing a pierced ear. Art by Beau Jágr Sheldon.
A Greeblin I drew for A Greeblin’s Journey.

Another section that I really like is the description of Greeblins, which can be any kind of thing really, and this part in particular:

“While every Greeblin is different, and there is no core definition of what or who a Greeblin is, there is a feeling. Anyone can look at a Greeblin and sense that they are a Greeblin. Whether it be the way they communicate with others, or the way they look up at the natural world around them, or the curiosity they have with the constructions of civilization.” – A Greeblin’s Journey, Thomas Novosel

As the game states, a Greeblin doesn’t have a name. As someone who only recently acquired their name, I feel very Greeblin-like a lot of the time. This feels really queer in the design, though I honestly don’t know if Thomas intended it that way. Playing the game and coming to the end of the Greeblin’s story felt very reflective of many journeys, but as a queer person, I saw my own journey in it while experiencing a fantastical adventure, which is a great achievement of design.

Speaking of design, the game uses simple two die rolls and narrative prompts (which the game encourages you to replace if there is trouble with content) and then you journal your response to the prompt. I would call A Greeblin’s Journey a being game very much, because while you detail what you do, it’s about being a Greeblin and experiencing their journey. Each Chronicle of the story adds up to a goal of 21 to reach the end of your story, just like in Blackjack (card game). This allows you to time play effectively, but also paces the story well, and gives a chance of failure that is truly bittersweet considering my previous paragraph. It may take a second read to fully understand the mechanic since it’s not our standard fare, but the game does recommend one anyway to clearly understand the rules and play guidelines.

The mechanics include an Impetus die, determining what prompted the Greeblin to journal today, and the Topic die, which determines what they are writing about. There is also the Substitution, which allows you to swap a number you roll for a 1 to allow you to control the pacing of the game (a really smart mechanic, imo), and the Freebies, which are 2 free Impetus, allowing you to replace an Impetus roll with a different Impetus and set the score for it at 0. 

A drawing of a lanky, spotted Greeblin coming out of a cave and doing just fine. Art by Beau Jágr Sheldon.
I love this Greeblin I drew for the text. So lanky!

I won’t spoil the prompts, but they’re quite evocative and inspire a lot of introspection about how the Greeblin interacts with the world, how you as the Greeblin feel about those things, and what matters to you on the journey. I admit that in my playthrough for the playtest I was blessed with Thomas’s dulcet tones reading aloud as he inscribed my responses to the prompts, but I still feel reading through it today that this is a truly fun, and very thoughtful, game for a solo player. Reading the prompts and responses aloud to yourself is genuinely enjoyable, and Thomas’s writing is flavorful and weird.

I created a Greeblin to demonstrate how flavorful it is, using only options (bolded) in the book. Here are how the prompts came out:

My Greeblin…
has tattoos that move in the breeze,
prizes their magic spoon, as its reflection shows what they desire,
is coming from the tall forest with no stars or moons,
and is going to the pink salt ocean and its salt towers.

Like, yes. This is my jam entirely. If Thomas hadn’t been designing this completely separate of me (I’ll edit in the future, but I had no input on design or writing aside from proofreading if he asked), I’d swear he put some of this in here just for my tastes. Tattoos that move in the breeze? I imagine my Greeblin with a pretty mermaid on their arm, though they’ve never seen the sea, who reaches out for passing dandelion puffs. I imagine a forest so bright that it blinds any stars or moons and the only reprieve is the shade, but the trees are so large there are many shadows to lurk in. The spoon shows them a real ocean, with stars overhead and dark skies making the sea look like blood. That ocean – it remains to be revealed, but the Greeblin has many imaginings of what it holds. They intend to lick the salt towers, as would be expected. Who wouldn’t?

The Greeblin’s Journey is a solo game zine by Thomas Novosel currently funding on itchio. It is an exploratory experience with simple mechanics that feels much deeper than skin and simply is good fun and storytelling. Check it out today to create your Greeblin and help them take their journey!