Video summary
Solo journaling rpgs, writing, and YOU! They're awesome!
Main summary
Key takeaways
Main ideas / lessons conveyed
- Author Michael Regina introduces solo journaling RPGs as a distinct genre of solo (or cooperative) storytelling games that are more structured than traditional tabletop RPGs like Dungeons & Dragons.
- The speaker frames these games as a tool for writers, especially for people who:
- feel intimidated by writing,
- don’t know where to start,
- want help generating story ideas,
- need story structure (beginning → middle → end),
- want to build confidence as a storyteller.
- Solo journaling RPGs work by providing prompts, setups, and narrative direction, so the player doesn’t have to invent everything from scratch.
- These games often end with a “journal artifact”—a record of what happened during play—which can then be used as inspiration for future writing.
- The speaker emphasizes the balance: structure (“rails”) + enough openness for creativity and exploration.
Methodology / how solo journaling RPGs “work” (as described)
General process (prompt-driven, structured narrative)
- Pick a solo journaling RPG tailored to a theme/subject and with built-in narrative guidance.
- Sit down and play through the prompts provided by the game.
- Follow the game’s narrative structure, which typically:
- starts with a setup,
- gradually increases intensity,
- leads to a conclusion.
- Record/produce the journal output (the game’s artifact/journal of your session).
- Use the results creatively:
- turn the experience into your own story, or
- keep it as-is as a satisfying creative exercise.
Example: Seven Murders Till Midnight (daily card/prompt method)
- You play an investigator.
- The story runs over seven days.
- For each day:
- read a prompt for the start of the day,
- draw a card tied to that prompt,
- interpret what the card implies for “what happens that day,”
- answer additional questions to expand the narrative,
- follow another card/prompt to move you forward,
- encounter challenges as the mystery progresses.
- Outcome:
- you discover who is guilty,
- and reach a final conclusion by the end.
“Why the structure helps” (story structure learning)
- Learning story structure can feel daunting from books alone (the speaker cites Save the Cat as an example).
- Solo journaling RPGs help by:
- embedding structure into gameplay,
- making escalation feel natural,
- ensuring an arc from start to end,
- reducing the pressure of inventing everything.
Practical recommendations and game examples mentioned
Games recommended (with descriptions)
-
Seven Murders Till Midnight
- Murder mystery investigation over seven days.
- Uses prompts and cards to reveal clues and drive toward a guilty party.
- Example noted: drawing specific cards leads to surgical alterations and follow-up questions (showing how prompts guide events).
-
Transformation (same creators as Seven Murders Till Midnight)
- Cosmic/body-horror solo RPG.
- Core premise: you play someone (and companions) who slowly change into a monster.
- Example setup: a father transforms into a monster while his son tries to survive.
-
Whispers in the Walls
- Straightforward solo investigative journaling game.
- Uses card draws to generate prompts.
- Includes additional tools such as:
- a d66 table (objects/books),
- a yes/no table for uncertainty.
- The speaker plans to pair it with Monster of the Week for additional framework value.
-
Kern’s Doom (duet game used with his son)
- Spatial horror / “strange object in a strange place” exploration.
- You create a group of explorers.
- You explore a landmark/object and determine whether the crew escapes.
- Example experience: the group survived due to player intent.
-
The Portal at Hill House
- Straightforward solo card-based game.
- A house in a temporal/time-loop-like condition.
- Goal: find three objects to shut down a destructive portal affecting home/world.
-
The Last Tea Shop
- Cozier, meditative solo game.
- You run a tea shop between living and dead.
- You welcome ghosts, hear their stories, and they move on.
- No violence-focused gameplay.
Games the speaker may bring as live play / personal creative tools
-
Artifact (mentioned multiple times; speaker especially values it)
- The speaker wants to play it to discover the history and nature of a magical artifact/sword integral to a graphic novel series.
- Described as a fantasy setting where an artifact is passed across generations.
-
Lichdom
- The speaker has played it in duet fashion with another person.
- You play a wizard/sorcerer seeking immortality through lichdom.
- Tone includes a slow slide into success/failure as you become a lich.
- The speaker mentions another creator (Me Myself and die) did a playthrough, and references its use for that creator’s TV-season content.
More structured vs. more open
The speaker contrasts structured games (on rails, big framework) with:
-
Little Town
- Solo investigative journaling game with more guidance but less “on-rails” rigidity.
- Described as Twin Peaks-like, with mysteries in a strange city.
-
Eerie Town (supplement/expansion for Little Town)
- Described as more X-Files-like.
Where to find games (platforms mentioned)
- DriveThruRPG
- itch.io
Also noted: games are often affordable and small enough to:
- buy the PDF, or
- print it out.
Speaker’s personal motivation / background arc
- Michael Regina is an author/illustrator of the children’s graphic novel The Sleepover (and says a Dutch translation recently came out).
- He uses solo RPGs to support:
- overcoming creative challenges,
- writing processes (including theme development and job-as-tool concepts referenced from earlier videos),
- confidence and creativity unlocking.
- He describes purchasing Seven Murders Till Midnight for his wife because she said she didn’t know where to start; she enjoyed it and created her own story.
Call to action / concluding points
- If someone wants to write but feels intimidated, start with solo journaling RPGs as an entry gateway into storytelling.
- The speaker offers additional content:
- refers to a video series on using any role-playing game to create a story outline.
- He says he plans to do more solo role playing in the future, but needs to find time.
Speakers / sources featured (as stated or directly credited)
- Michael Regina (speaker; author and illustrator)
- Michael Regina’s wife (mentioned as a participant/tester)
- “Me Myself and die” (YouTube channel mentioned for an external Lichdom playthrough)
Game titles (sources of concepts/prompts):
- Dungeons & Dragons
- Dungeon World
- The One Ring
- Seven Murders Till Midnight
- Artifact
- Transformation
- Whispers in the Walls
- Kern’s Doom
- The Portal at Hill House
- The Last Tea Shop
- Lichdom
- Little Town
- Eerie Town (expansion)
- Monster of the Week
Referenced writing resource:
- Save the Cat (story structure book)