Some stories ask you to follow.
These ask you to enter.
Open Solo RPGs are story-led solo journaling games that give you a world, a structure and a starting point — while leaving space for your own choices, memories and imagination.
You might spend eight nights in a coastal village you cannot remember arriving in. Live nineteen years as a cat in one house. Wait for a bird that may not exist. Become an old house listening to the lives inside its walls. Or sit at a desk through the quiet hours before morning.
There are no complicated rulebooks to learn. No game master. No group to organise.
Just you, the story, and the space you create inside it.
Play alone · Write as much or as little as you like · No RPG experience needed
An Open Solo RPG sits somewhere between a story, a game and a journal.
Unlike a novel, you do not simply read what happens.
Unlike a traditional RPG, you do not need a game master, a group, character stats or complex rules.
And unlike a guided journal, you are not simply answering questions about yourself.
You enter a fictional situation and discover what your version of the story becomes.
The game may give you characters to meet, places to explore, cards to draw, a die to roll, choices to make or fragments to uncover. Sometimes you play as yourself. Sometimes you step into a character. Sometimes you become something unexpected — an ancient oak, a cat, even a house.
The story provides the path.
What happens inside it belongs to you.
FIND YOUR STORY
In 1808, Elias Varn built a house after the woman he loved disappeared.
He made it a promise:
As long as this house stands, no one who lives here will ever have to be entirely alone.
Six generations later, you are still keeping it.
In The Last House of Varn, you do not play the people who lived here. You play the house itself — remembering through floorboards, rooms, temperature, sounds, cracks, objects and everything two centuries of family life have left inside your walls.
Now Norah, the last of the Varn family, has returned. She intends to sell.
Across four seasons and eight sessions, you decide what the house will Hold and what it is finally ready to Release. You can carry only six things at once: an object, a secret, a name, a silence, a feeling, a promise. Holding something new may mean letting something else go.
Your choices and the changing Temperature of the house shape which ending emerges from the Chronicle.
This is not a haunted-house story.
It is a story about what a home remembers after everyone else has left — and the difference between holding, releasing and passing something on.
Best for: generational stories · family secrets · gothic atmosphere · memory & inheritance · meaningful mechanics
Play style: 8 sessions · 4 seasons · Hold / Release / Pass On · multiple emergent endings
Perspective: you are the house
Optional tool: playing-card Memory Oracle
You are an ancient oak beside a stone bench.
Across evenings and seasons, people come to sit beneath your branches. Some return. Some change. Some disappear. You do not solve their lives or judge them. You notice what remains.
Build a changing constellation of presences through Return, Deepen and Release, and discover which memories eventually become part of your Heartwood.
A gentle, open-ended solo journaling ritual about memory, relationships, change and letting go.
Best for: quiet reflection · nature · memory · open-ended play
Play style: short sessions · no dice · no cards · light journaling
Typical session: about 10–15 minutes
You are a cat.
For nineteen years, one house becomes your entire world: the people who live there, rooms that change, ordinary afternoons, departures, arrivals and the small moments a life is actually made of.
A standard deck of playing cards determines which days return to you. From each Life, you keep one memory. By the end, those nine cards have become your own Memory Deck — a record of the life you witnessed.
Emotional, sometimes funny and ultimately bittersweet, Nine Lives is not a cozy cat game. It is a story about home, time, love, growing older and what remains after someone is gone.
Best for: emotional storytelling · memory · cats · home and family
Play style: playing cards · nine-part story · very light writing
Writing: often only one line at a time
You wake on the shore of Aelindra with no memory of how you arrived.
Over eight nights you meet the village's Astronomer, Librarian, Gardener, Fisherman, Candlemaker, Old Witch, Weaver and Cartographer. Each encounter leaves you with a question, an observation and another piece of something you do not yet understand.
A six-sided die changes what you notice — not whether you succeed or fail.
Eventually, the strange details begin to connect.
And you must decide what you came here to leave behind.
Best for: mystery · atmospheric fantasy · meaningful choices · reflection
Play style: d6 · eight sessions · story-led mystery
Typical session: around 20 minutes
No combat. No stats. No success/failure rolls.
There is an old bird hide at East Fen Nature Reserve.
You visit it four times — Spring, Summer, Autumn and Winter — searching for the elusive Marshlight.
But someone left something else behind: a Visitors' Logbook spanning 44 years.
Choose one recurring visitor and follow the traces of their ordinary life through decades of handwritten entries. Watch the seasons change. Mark moments of stillness. Decide what you think happened in all the years between.
The Marshlight may exist.
Or it may not.
The game will never tell you.
Best for: slow play · nature · found documents · unresolved mysteries · minimal writing
Play style: d6 or choose · four seasonal visits · observation
Unique feature: a separate in-world Visitors' Logbook
Play it: in one evening or return once each real-world season
This is a game about the long walk.
Not the beautiful first kilometre, and not the triumph at the summit — but the stretch in between, when your legs hurt, your mind wanders and every voice inside you eventually gets a turn.
Walk through five moments: The First Hour, The Long Middle, The Dark Kilometre, The Conversation and The Last Steps.
At each stage, roll a d6 or choose what walks beside you. It might be doubt. Boredom. A memory. Anger. The body's complaint. Unexpected beauty. The voice telling you to stop.
Then make one simple choice:
CLIMB — meet what appeared and give it words.
BREATHE — let it be there without needing to explain it.
Neither is the better choice.
Play as yourself, through a quiet character, or through a wilder fictional lens. Write a page, a sentence, one word — or nothing at all.
There is no summit you were meant to reach. Only the place where you stop walking for now.
Best for: perseverance · long walks · self-doubt · endurance · inner dialogue
Play style: d6 or choose · 5 stages · CLIMB / BREATHE
Writing: anything from a page to no writing at all
Perspective: yourself or a character
Step away from the quiet forest and into something louder.
Neon Tapes takes you through eight sessions and three summer festivals, following a band through backstage rooms, performances, relationships and the choices that shape what happens next.
Reputation and Trust carry across the story, giving your decisions consequences beyond a single scene, while the accompanying Hospitality Rider adds optional tools including a Backstage Pass and Summer Mixer.
A story-led solo RPG for players who want Inner Lantern's reflective storytelling with more energy, characters and game mechanics.
Best for: music · summer festivals · character-driven stories · consequential choices
Play style: eight sessions · Reputation & Trust mechanics · optional play tools
It is 23:47.
The screen is awake. The cursor is blinking. Something is unfinished.
And the deadline is 9:00 in the morning.
Move through one night from darkness toward morning, following one of six possible fragments. Roll a d6, draw a Fragment Card or simply choose. Write a sentence, a list, a fragment — or only a few words.
This is not a productivity game.
You do not have to finish the thing waiting on your desk. The night asks only that you stay with it long enough to discover what is still alive inside it.
Best for: unfinished creative work · late-night reflection · writers and artists · light journaling
Play style: one-night experience · d6 / Fragment Cards / choose · replayable
Writing: as little as a few words can be enough
NOT SURE WHERE TO BEGIN?
I want a story where my choices really change what happens.
→ Neon Tapes — balance the band's Reputation against their Trust in you, and live with the consequences.
I want to uncover a mystery piece by piece.
→ Washed Ashore — arrive in Aelindra without your memories and discover why the village seems to know you.
I want to step inside a deep, multi-generational story.
→ The Last House of Varn — become a 217-year-old house carrying six generations of love, grief, secrets and promises.
I want a game about people I still carry with me.
→ Memories Beneath the Ancient Oak — give five people or former selves a place on the bench, then decide who you return to, deepen, release or carry as Heartwood.
I want to experience someone else's life more than write my own.
→ Nine Lives — live nineteen years in one house through the memories of its cat. Draw the days, keep one, write one line.
I love discovering whole lives through tiny fragments.
→ The Hide — follow one recurring visitor through decades of entries in an old Visitors' Logbook and imagine what happened in the years between.
I want something about perseverance, doubt and the moment I want to stop.
→ The Silent Path — walk through the First Hour, the Long Middle and the Dark Kilometre, choosing when to CLIMB into what appears and when simply to BREATHE.
I have something unfinished that keeps following me.
→ Before 9:00 — spend one night with it without turning the experience into another demand to finish.
I want the most game-like experience. → Neon Tapes
I want the richest long-form narrative. → The Last House of Varn
I want the strongest mystery. → Washed Ashore
I want to write as little as possible. → Nine Lives
I want to return to the same game over time. → Memories Beneath the Ancient Oak
I want found-document storytelling. → The Hide
I want to play as myself or through a character. → The Silent Path
I want one contained night. → Before 9:00
No. Inner Lantern Open Solo RPGs are designed to be played without previous roleplaying experience. Each game explains what you need as you go.
No. These are completely solo experiences. The PDF provides the story and structure.
Not always. Some games use a six-sided die, some use playing cards, and others require no random tools at all. When a game uses dice, they often determine what you encounter or notice rather than whether you succeed or fail.
No.
Some players fill pages. Others write a sentence or a handful of words. Games such as Nine Lives, The Hide and Before 9:00 work particularly well if you prefer lighter writing.
Not quite.
There are generally no combat systems, tactical maps or complicated character sheets. Inner Lantern focuses on story, atmosphere, discovery, choices and reflection.
Many of them, yes. Different cards, dice results, choices, characters or perspectives can create a different experience on another playthrough. Some games, such as Memories Beneath the Ancient Oak, are intentionally open-ended.
Sometimes.
Several games let you stay close to your own experience, while others give you a fictional perspective. In The Last House of Varn, for example, you play as a house. In Nine Lives, you experience the story as a cat. Other games deliberately let you choose how much distance you want between yourself and the character.
Each game is a digital product designed for personal use. The exact contents vary by title and can include the main game PDF, Play Guide and game-specific printable tools or artifacts.
You don't need a group.
You don't need to know the rules of roleplaying.
You don't need to know what you're going to write.
You only need somewhere to begin.