Cozy Solo RPG Card Oracle System
Cozy Solo RPG Card Oracle System
Cozy Solo RPG Card Oracle System
Ty Hulse
TyHulse.com
Conversational Styles – 19
Topics of Conversation – 24
Types of Gossip – 26
NPC Personality – 28
Personality Traits – 30
Affectations and Quirks – 32
Culture, Geography, and Exploring the World – 33
Local Geographic Features – 35
Settlement Type and Size – 35
Architecture and Appearance – 36
Dress of the People – 37
Specific Details about a Village – 37
Oracle Questions – 41
Building your character – 44
Describe your Look – 45
Questions to Ask About yourself – 46
Things you often do – 47
Cozy Moments – 49
Food – 50
Grids – 51
Coloring Page - 55
1 I post new stuff constantly, so please follow me http://tyhulse.com
Every Game a Solo, Co-op, and or Journaling Game
This book provides you with a method to play TTRPGs without a
gamemaster or to expand journaling games such as “Last Tea Shop” or
“Apothecary”, which often offer very little support to help you go
beyond just a few random encounters.
In addition this system is meant to help you turn every game into a
journaling game, while injecting slice-of-life and cozy moments into any
RPG so that you can journal the downtime of your favorite TTRPG
character, and or their retirement.. Want to play 5e, Pathfinder, Dungeon
World, Wanderhome, Fiasco, and more by sitting down and writing
creatively? Great!
You can also use this system to play cooperatively, by helping you build
the world and quests around you as you play, by inspiring you to
discover what happens to your character.
Club = 1
Diamond = 2
Heart =3
Spade =4
Once you have a general idea of the world you are playing in, you will be
able to pick a starting location. Inns and festivals are popular for this
purpose, but you can also simply start in the wilderness, journeying
between locations.
1-Ask questions
You move your story along by asking questions. There are innumerable
questions you might ask, of course, but these can come down to three
basic types: Gradated, Informative, and Oracle.
Gradated Questions
Questions whose answers can fall onto a scale from ‘a lot’ to ‘a little’ or
‘yes’ and ‘no’.
These are the easiest questions to answer and should likely form the core
of your game. For example, you might ask: “How valuable is this ring I
just found?” Following which you draw a card.
You might also ask a similar question about how many rooms a house
has. Again, a 1 indicates that it has shockingly few rooms compared to
what you would expect, a similar house to have.
Expectations matter
This system is largely based on what you would expect to happen.
For example, if the ring you are asking the value of was given to you by a
little kid, you might expect it to be worth very little, but if it was given to
you by a king as a reward, well your expectations would be different.
Same goes for the house. If this is the house of a poor farmer than two or
three rooms would be expected, while if it is the palace of a king you
might expect there to be a hundred rooms.
Now imagine you asked a question gradated by yes or no, such as “Will
this dragon be polite if I’m polite?”
You can do a quick improv of this, that is, imagine you are the dragon
and your character is greeting you. How do you react? That is your
expectation.
In this case if you ask the question: “Is there a Secret Door in this room”
Begin by rolling your skill check to see if you could find a secret door in
the first place.
Then if you can find the secret door roll to see if there is a door to find.
Shocking results can lead you to further quests, which is why it is good
they are somewhat rare, because otherwise the quests might pile up.
Enchanted Answers
Enchanted answers mean that there is some magical answer to your
question. For example, you might ask, “How big is this house”, on an
Enchanted Answer, it might mean that the house has a magical portal
within it or that it is magically bigger on the inside than should be
expected, etc. It could also mean, however, that the house is smaller on
the inside than you would expect, that you open the door and there is
nothing there but a tiny closet. Or perhaps there is no house and it turns
out to be just an illusion that fades when you walk up to it.
Redraw
If you don’t think an enchanted makes sense for the situation you can
simply redraw. Perhaps you might decide that enchanted answers should
be rarer in the game you are playing, so you redraw when you get a king.
Perhaps only getting an enchanted answer when you draw two kings in a
row or when you draw a king then a face card, or never.
Of course the system you are playing might have modifiers in the first
place for the thing you are trying to do and in that case you can choose to
be guided by these.
Roll Likelihood
-3 Nearly Impossible
-2 Improbable
-1 Not Likely
0 Hmm, Maybe
+1 Likely
+2 Probably
+3 Near Certainty
Note: King cards exist outside modifiers – The king is either a redraw or
some strange and unusual answer and so isn’t normally subject to
modifiers, except where you want your own house rules to greatly
increase or decrease the chance of an enchanted draw or redraw.
Now consider the answer in relation to the world and question, does it
inspire you, how does it logically fit?
Remember - Roll only as needed, rolling too often breaks the flow of the
game. You can simply assume that obvious things are true most of the
time. If you imagine what is going to happen, what a building looks like,
who an NPC is, just go with it. The purpose of asking questions of the
cards/dice is to help you when you get stuck or when you want to add a
little randomness to the game.
Think about what’s unexplored in your world, as there are always new
places to discover and much of the game will come out of this.
Rest
You are resting, doing something normal.
Festivals or in an inn are popular ways to start a quest, but you can also
be in a market, chatting with your neighbors, journeying along a road,
etc.
Call to action
Something lets you know that a quest needs to be completed or calls you
to action in some other way. This could be the discovery of something, a
piece of gossip, an attack, or someone hiring you for a job/someone who
needs help.
Opening challenges
These challenges are often a little easier than previous ones and they
build on your idea of what is going on in general.
Discovery or twist
This is an encounter which you may, or may not have that alters what
you thought was happening. For example, you might discover that the
berries needed to decorate the tables for the festival are missing, so now
you have to go pick some new ones in the enchanted forest.
You might run into some goblins carrying a letter for a noble, making you
realize that what you thought was a straight forward dungeon delve is
actually a problem started by a corrupt noble.
More Challenges
More challenges are you deal with whatever the twist dealt
Don’t forget to rest and or take side quests within the action
There should be breaks in the action, at least in most games. Places you
can rest and potentially even people you can talk to on your journey. You
might, when tracking a monster, encounter a farmer who invites you to
stay in their home, or when fighting a corrupt noble you might stay with
another lesser noble for a time, or you might simply camp under the stars
while slapping mosquitoes.
I’m including a number of informational tables but there are far too many
games for me to include all the necessary tables. Most games will have
some of their own available, certainly 5e and Pathfinder do, and you can
actually use these tables in other games such as Quest or Dungeon World
with just a few imaginative tweaks.
Keep in mind that even in a game that relies heavily on conversation you
don’t have to improv or write out the entire conversation. Rather, if you
prefer, you can create a general feeling of the conversation, perhaps with
some impressions of the NPC and highlights, will touching on the
important parts of what you learned from it.
I am including more tables than you will likely use for any give
conversation because the purpose of these tables is to act as inspiration
for when you get stuck. You can and should imagine as much of the
NPCs and conversations on your own.
Building You. You can also use many of these tables to help build out
your own character, especially if you are playing a game which doesn’t
give you any advice on doing this.
Waiting – You can talk to people while your waiting for something. In a
medieval or Edo style world you may have to wait at check points to look
at your travel papers or to be searched as people were taxed based on
what they were carrying into different regions. You might also be waiting
for a boat, bus, etc. In line at a store and numerous other places.
Inn, Store, place of business – You can meet the people who work at the
store and the customers, especially at an tavern or similar location.
Your Curious, They’re Curious – You or someone else might just start
asking questions. Perhaps they recognize something about you or are
curious about you, and so strike up a conversation. Perhaps you’re
Trouble – Someone could have a problem and you could offer to help. A
broken wagon wheel, packages they are trying to carry, trouble
decorating for a festival. Offers to help may be well received. In other
cases people might approach you for help, presuming such a thing is
common place. For example, if you are a witch in Wander Witch, it would
be expected that someone who needs a healing potion might stroll up to
you for help.
Conversational Styles
These conversational styles are related to the character’s personality but are more
focused on how the NPC is likely to talk to you and others, as a means of helping you
think about how a conversation with them might go.
Club
Fun, Conceptual Storytellers
These characters love telling stories and using metaphors in order to explore ideas,
allowing for some really strange ideas to enter their conversations. These
conversations often meander from idea to idea, as they talk before knowing what the
end is, meaning many of their thoughts and topics go nowhere in particular.
They tend to be interested in feelings and emotions, and as such they prefer to talk
about concepts rather than specific details or data and want to have conversations
that are very personal, respectful, and supportive. Indeed, they rarely ask questions
preferring to engage with and add to ideas without questioning them.
Diamond
Logical and Purposeful Conversationalist
Friendly and logical, although they can also be blunt. Being practical they usually
prefer to talk about things that serve some purpose. They will ask frequent questions
throughout the course of a conversation, and enjoy hearing both good and bad ideas
in order to get as many thoughts on a topic as possible. They just don’t like
assumptions, speculations, and imaginations, and prefer very specific details about a
topic, rather than big picture ideas.
Spade
Practical and Harmonious Conversationalist
Practical and down to earth, these characters like to have information and ideas laid
out in a bullet point fashion so that they can consider it. They don’t like to rush
through to ideas before many thoughts are considered and seek to have more
harmonious discussions. In order to understand what is being discussed they will
often ask very pointed questions, but won’t interrupt someone who is speaking, nor
do they like it when they are interrupted.
Second Club
5-Careful and Thoughtful
These characters like big picture discussions which quickly get to the point rather
than nitty gritty details. This is because they like to have time to carefully think about
what is being said as they tend to be careful listeners as well. When they do talk, they
like to use analogies and metaphors to explain their insights as they spin out new
ideas.
Diamond
6. Polite and Calm Conversationalists
Polite and considerate, they prefer relaxed conversations, even if they are enthusiastic
about the ideas and topics being discussed. They enjoy clarity and details, typically in
the form of facts and figures and will often try to discuss facts which they find
interesting, rather than vague ideas that may not be fully fleshed out and realized.
Heart
7. Calm and Personable Storyteller
Spade
8. Friendly Debaters and Discussers
Logical and precise, they prefer to begin conversations by talking about the big
picture, and then shifting into brainstorming ideas. They enjoy debate and want
others to question and debate their ideas, although they do want everyone to have a
chance to finish their thoughts before disagreements and alternatives are voiced.
They are patient, and enjoy hearing new information, especially when presented
good descriptions and visual examples.
Club
9. Rational Conversationalists
They want rational and clear thoughts, not speculations or abstract ideas.
They like to generate new ideas, but these are specific, rather than big picture.
They can be surprisingly light hearted, however, if quick to get to the point when
they are talking.
Diamond
Heart
Spade
Club
Diamond
Shy and typically quiet, these characters prefer to discuss more shallow, small talk
topics with people they don’t know very well. Yet they almost never initiate such
conversations, waiting for others to begin speaking to them. They tend to keep their
emotions close to their chest, which can make them seem cold to those who don’t
Heart
Spade
No nonsense and practical these characters don’t care much for small talk, preferring
to talk about facts and knowledge. They are calm and methodical speakers, who are
very concerned with rules and traditions, meaning they can appear stubborn to
others, especially when it comes to trying new things which they tend to avoid.
Draw card, the suit will tell you which table to read from
Club
1. Food they like, Food they don’t like, and Places they like to eat, Enjoy or
don’t enjoy cooking.
2. Odd foods of other places and New food trends
3. What’s the best thing about their job? What’s the worst thing about their job?
4. The clothes they are wearing or your character is wearing, What they wish
they were wearing, Strange or beautiful styles from other places, the past or
present
5. Current news about rulers and leaders, Corruption in the local government,
at work, Foreign Corruption, etc.
6. News about something salacious that happened.
7. Some interesting bit of local news, Concerns about the economy or
excitement about the economy
8. Trouble with their neighbors or a family member
9. Famous battles, or lesser-known ones that are locally important, Famous
heroes and adventurers
10. The Thief’s Guild, crime in general, a specific crime that occurred.
11. Where they live
12. Something that’s supposed to be happening soon, and or what they or you
are going to be doing on a holiday, weekend, etc.
Diamond
1. Hobbies that they or you have and games they or you like, and A sport you
and or they like.
2. Music that they like, how music has changed, strange music they’ve heard or
heard of.
3. Work – What do you do?, Do they like or don’t like their job? Their co-
workers, etc.
4. Plays they’ve seen or books they’ve read
5. Celebrities they’ve actually met or seen from a distance. - This could include
magical creatures, i.e. I saw the fairies or a dragon or a giant…
6. Places they’ve traveled
7. Something happening now that annoys them.
8. Something they find silly happening now.
Heart
1. Bad habits of theirs that they want to break, or that they wish someone else
would break.
2. Friends or relatives they have, Children, either their own or someone else’s
3. Volunteering and or charity they are involved in.
4. Things that make them happy
5. Problems with other countries which might lead to war.
6. Weather and seasons they like or don’t like.
7. Their horse, wagon, pet, etc.
8. Are things getting better or worse? What is going to happen in the distant
future (25 or a hundred years)
9. Health concerns of their own or a family member, or friend. Or Stress they
are under
10. Someone who recently got lucky or unlucky, which can include them
11. Interesting dream, trouble sleeping, etc.
12. Something they wish they were better at or enjoy doing such as Singing,
dancing
Spade
1. Political Jokes About local leader, National Leader, noble, leader from
another land
2. How the crops are doing, How the livestock is doing
3. Yesterday was or How today is going?
4. News from a warfront or News from an adventurer
5. The ugliest thing they’ve seen or aBeautiful place or thing they’ve been.
6. Someone who’s really funny, cute, etc.
7. An important day in their life (wedding day, birth of child, birth day), A
sad day in their life
8. Something they are afraid of, could be something silly
9. Something they want to accomplish.
10. Guilty pleasure they have
11. Time someone saved their life, they saved someone’s life, or someone else
saved another person.
12. First love, A secret crush they have, someone they are in love with, How
they met someone they love
25 I post new stuff constantly, so please follow me http://tyhulse.com
Types of Gossip
This is a break down of 12 basic types of gossip that exist.
1-Salacious
Gossip that is done primarily for entertainment purposes, sometimes as a
way of making one feel better and others as a way of making one feel that
they are in the know and allowing them to fantasize. Celebrity gossip is a
good example of this, but it could also include dragons, etc.
2-Subject concern
Some gossip is done in concern for the subject of the gossip. “Did you
hear old Grimm has cancer?” would be a good example of this.
3-Community Concern
Some gossip is done because someone is concerned about their
community. “Orla’s a thief” or “Cyneric keeps leaving their fence unfixed
and their animals have been eating the walnuts out of the commons.” The
hope is that by spreading this gossip the behavior will stop. This can also
be done in fear, i.e. there are rumors that a giant has been spotted
watching the village from the mountain.
4-Political
Political gossip can be a way of seeking support for a position or warning
someone about political events. They can be as simple as “King’s raised
taxes on flour milling again” to as complex as “I heard that Count
Deorwine is planning on naming someone for Daggermoore as an heir,
what would they know about Ravenmoore?”
5-Historical
Similar to salacious gossip this is done more for entertainment purposes
but it is done about something that is in the more distant past.
6-Informative
“I thought you should know.”
9- Self-Concern
Similar to community concern this is an attempt to get a behavior to stop,
however, it is much more personal. That is, “my neighbor never returns
my tools” or “my house is being haunted by a ghost that has been
disturbed by the construction at the nearby graveyard.”
10-Interest
This is gossip of general interest. Like, “did you hear that turtles can
breath through their butts?” or in a fantasy world, “Did you hear that the
dragons have started competing for mates?”
11-Self Deprecation
This can be done to make oneself more relatable, as a joke, or because
someone is genuinely down on themselves. Although it is often a way of
eliciting sympathy.
12-Dream
Gossip done as a way to live vicariously, fantasize, or wish for something.
“The village lottery has grown to fifty gold coins, its never been so high”
or “Ol Alverthorn found a chest of gold while plowing the field.”
Sensing: Those who lean toward Sensing are more likely to focus on the
present and on concrete information gathered through their senses. They
are detail-oriented, pragmatic, and grounded in reality. Sensing types
typically prefer practical and straightforward information.
Draw a card, the suit will tell you which table to look at.
Club
1. Ambitious
2. Approachable
3. Assertive
4. Captivating
5. Careful
6. Caring
7. Charismatic
8. Charming
9. Compassionate, Considerate
10. Critical
11. Curious,
12. Daring, Bold,
13. Adventurous, Venturesome
Diamond
1. Determined, Diligent
2. Disinterested
3. Dutiful
4. Elegant
5. Energetic, Enthusiastic
6. Ethical, Fair
7. Fearless
8. Friendly
9. Generous, Gracious
10. Hard-working
11. Honest, Reliable
12. Honorable
13. Commanding
Heart
1. Hopeful
2. Humble. Unassuming
3. Imaginative
4. Industrious
5. Intelligent, Clever
6. Logical
7. Optimistic
Spade
1. Polite, Refined
2. Principled
3. Realistic, Practical
4. Receptive, Reasonable
5. Respectful
6. Self-confident
7. Witty, Humorous
8. Serious
9. Stubborn
10. Sympathetic
11. Tidy
12. Trusting, Trustworthy
13. Creative
After you see the architecture and layout of the village, the next thing you
will notice are some of the people’s behaviors, and least if it is different
than you are used to or expected given the villages location.
1. Pace – You notice the pace at which people walk through the village,
either more quickly or slowly than you are used to,
2. Eye Contact or Lack Thereof.
3. Personal Space – Some people stand closer or farther than average
during conversations, indicating their comfort level with physical
proximity.
4. Pacing While Talking: Some individuals pace back and forth or in small
circles when engaged in conversation, indicating restlessness or deep
thought.
5. Posture: Whether they stand tall with shoulders back or slouch slightly,
the way someone carries themselves can be quite telling.
6. Gesturing – do the people gesture excitedly or stand stiffly as they talk.
7. Smiling Frequency: How often someone smiles during a conversation
can make their demeanor seem warm and friendly or more reserved.
8. Tone of Voice: The pitch, volume, and inflection they use when speaking
can be distinctive.
9. Listening Habits: Whether they listen attentively and give nods or
interject often can show how engaged or assertive they are.
10. Fidgeting: Small movements such as tapping feet, playing with hair, or
adjusting clothing can indicate nervousness or simply a habit.
11. Greeting style – Do the people greet you warmly with a hello, a question
such as “how are you” or “where are you going”, simply nod stiffly,
ignore you all together? (Note: where are you going? Was a typical
Yupik greeting similar to “How are you?” They thought asking a
stranger how they were feeling was too personal. A typical response the
query would be a simple, that way, over there, to visit, etc.)
12. Facial Expressions: Some individuals have very expressive faces that
clearly convey emotions, while others might have a more stoic
demeanor.
Second, you can simply discover what is around you based on prompts.
Either way, you will primarily discover the world as you go along.
As you travel or talk about different areas you can create things from
your imagination or by rolling/drawing for inspiration.
When deciding which way to go draw up to 4 or eight cards (one for each
direction starting Top, Right, Bottom, Left.
The number on this card indicates how far you will have to travel to
reach the next feature and the suit will tell you what feature it is.
Alternatively you can simply choose a direction to travel and draw one
card. This indicates how far you travel before you encounter a feature
and the suit indicates what you encounter.
Further, you will likely know some of this from the very beginning, at
least for a culture you are starting in, presuming you haven’t teleported
to it. As a result you can, if you want, begin by marking down aspects of
the culture.
Regional Culture
Different counties, districts, etc. will have slightly different cultures.
Shinichi Yano, who researches the different cultures of Japanese
prefectures tends to put these differences in terms of general character
traits, for example, people of the “Hokuriku region, an area usually
subject to heavy snowfall, the people are generally earnest, patient, and
diligent, while the people of the inland region are generally said to be
well-mannered and gentle.” https://www.tsunagujapan.com/wow_02567/
There are individual outliers in every region, but it is also true that
regions do have some affectations, quirks, and traits that are more
common. Further, a region that is boisterous in a normally quiet and
reserved culture might still be quiet and reserved compared to the
villages of a much more vocal and aggressive culture.
Community Culture
Much like regional traits, but at a more localized level.
Draw 1-4 cards to determine what you notice about how this village is
different from the previous one, presuming that it is. After all there is a
good chance that most of the villages in an area will have similar
architecture, with only a few, if any differences between them. Changes
in architectural style will mean something unique about the villages.
1. Distance – How far apart the houses are from each other.
2. Guarded vs Openness – Some towns are built with walls around
them or with the houses acting as walls, others might have fences
or walls around each individual home, while others have yards
that run into each other.
3. Size of the homes.
4. Decore – How are the houses decorated. In bright paints, dull
colors, with large trees in their yards, herb gardens, rocks, animal
horns over the doors, wind chimes, etc.
5. Cleanliness Level
6. Elegant – Regardless of cost, are the building designs interesting,
well done?
7. Cheap vs Opulent vs Divided
8. Run down vs well-kept or new
9. Old fashioned – new styles
10. Sturdy – how sturdy are the homes. Are they made of straw and
wood, rice paper, brick, etc.
11. Barn, workshop, bakery, attached to the home.
12. Stilts
K. Redraw or Some enchantment, such as the buildings glow, have
doors that appear and disappear, etc.
Kings involve some enchanted detail about the village. Like the people all
carry wands, the people whisper to unseen creatures, the people seem to
avoid sunlight, etc.
Club
1. The villagers are boisterous as they have conversations with each
other from their shops across streets.
4. The flower gardens are neat, and each house has a fruit tree.
9. The streets are dirty and the villagers look tired and worn.
Diamond
1. The village has large communal homes.
3. Fenced yards,
4. The villagers greet everyone they know warmly, often with a hug
or pat on the back. And they also greet strangers warmly, though
not necessarily as warmly.
5. The villagers greet everyone they know warmly, often with a hug
or pat on the back, however, They avoid eye contact with, and
talking to strangers and are sort of stand offish.
Heart
1. Villagers are very formal with each other.
10. The people always make eye contact when talking with or
approaching someone.
11. When standing the people seem restless, like they feel they have
somewhere they just need to be.
3. People talk loudly, even when the person they are talking to is
right there.
4. People talk so quietly it is often hard to hear them, even when you
are right next to them.
6. Homes are poorly kept. – This may be a sign that the people don’t
own their own homes and their landlord is kicking people of the
property frequently. It may be a sign of some trouble. Or it may be
a sign that like the old Slavic and early medieval English people,
they build new villages and move location every couple of years.
10. The village streets seem particularly empty, as people hurry from
one home to another without stopping.
Rather than a specific question, you use the oracle system whenever you
feel like you want to add a touch of random inspiration to the game.
Each roll/draw has multiple possible meanings. You can also roll multiple
times to come up with combined meanings or to choose the possibility
you want.
Club
1. The Rising Sun: New beginnings, optimism, and renewed energy.
2. The Setting Moon: Endings, letting go, and the importance of rest.
3. The Ancient Tree: Growth, deep connections, and the wisdom of
age.
4. The Flowing River: Change, adaptability, and the flow of life.
5. The Hidden Path: Unexpected opportunities, secret knowledge,
and exploration.
6. The Closed Door: Obstacles, closed opportunities, and the need to
find another way.
7. The Open Gate: Welcome changes, new paths, and opportunities.
8. The Whispering Wind: Messages from afar, subtle signs, and
unseen influences.
9. The Roaring Fire: Passion, transformation, and sometimes
destruction.
10. The Calm Lake: Peace, reflection, and clarity of mind.
11. The Soaring Eagle: Freedom, perspective, and ambition.
12. The Grounded Stone: Stability, strength, and perseverance.
13. The Twin Flames: This card represents powerful union, mirrored
souls, and transformative partnerships. It's about balance,
harmony, and the merging of opposites, suggesting a moment of
significant personal connection or the beginning of a partnership
that reflects deep spiritual lessons.
Heart
1. The Silver Key: Unlocking secrets, access to new knowledge, or
solving a mystery.
2. The Golden Apple: Temptation, reward, or a test of ethics.
3. The Crumbling Tower: Sudden upheaval, breaking down of old
structures, or liberation.
4. The Eternal Book: Knowledge, learning, and the accumulation of
wisdom.
5. The Crossroads: Decision-making, diverging paths, or a
significant choice.
6. The Wild Beast: Untamed nature, primal instincts, or facing one’s
fears.
7. The Angel's Feather: Divine guidance, protection, or a gentle
nudge towards a path.
8. The Darkened Cave: Facing the unknown, introspection, or
hidden aspects of oneself.
42 I post new stuff constantly, so please follow me http://tyhulse.com
9. The Rising Phoenix: Rebirth, transformation, and overcoming
adversity.
10. The Serpent's Coil: Healing, regeneration, or deceit and danger.
11. The Sacred Heart: Love, compassion, or the core of a matter.
12. The Bleeding Thorn: Sacrifice, pain leading to growth, or a
necessary hardship.
13. The Sentinel's Watch: Representing vigilance, protection, and
foresight.
Spade
1. The Mask: Hidden identities, secrets revealed, or exploring
different aspects of self.
2. The Crystal Prism: Clarity, focus, or a convergence of ideas and
energies.
3. The Winding Labyrinth: Complex journey, search for truth, or
feeling lost.
4. The Broken Chain: Freedom, release from bondage, or breaking
away from constraints.
5. The Celestial Comet: A harbinger of significant change,
inspiration, or swift action.
6. The Binding Scroll: Contracts, promises, or binding commitments.
7. The Mystic Portal: Transition, entering a new phase, or access to
other worlds.
8. The Sacred Grove: Natural wisdom, sanctuary, or a return to one's
roots.
9. The Eternal Hourglass: Time, cycles, patience, or the importance
of timing.
10. The Storm Cloud: Turmoil, emotional outburst, or cleansing and
renewal.
11. The Illuminated Lantern: Guidance, hope in darkness, or seeking
the truth.
12. The Frost-Covered Rose: Beauty amidst adversity, resilience, or
hidden dangers.
13. The Alchemist's Retort: Symbolic of transformation,
experimentation, and the synthesis of knowledge.
There are numerous ways to build your character, and while you can find more
complex discussions of this, it can be useful to begin simple, by building a
“Playbook”, as is common in many gamemasterless games. These playbooks will
include:
As you choose these things, or draw them at random, you will begin to build a
picture of who your character is. I will include a number of options for each of
these, but you should feel free to make more up.
Character Traits
You can use the same table as is used for villages to determine 2 or 3:
Club Heart
1. Shawl 1. Hat covered in flowers and
2. Faded Clothes herbs.
3. A Journal 2. Tattered clothes.
4. Hidden standard. 3. Muddy Feet.
5. Bright Eyes 4. A colorful cravat.
6. Worn scars. 5. Conservative dress.
7. A lucky coin. 6. A large apron.
8. Mismatched clothes. 7. Billowing Cloak
9. Perfectly matched clothes.
8. Shaggy hair.
10. A giant belt buckle.
11. Weathered hands. 9. Bits of plants and dust bunnies
12. Heavy rings. stuck to you.
13. Plaid skirt or pants. 10. A gentle face.
11. Tweed Jacket.
Diamond 12. Lots of pockets.
1. Hand Painted clothing 13. Battered bag.
2. A nice cane.
3. Firm Expression
Spade
4. Soft Slippers. 1. Highly polished boots.
5. Vibrant Shirt. 2. Oversized hat.
6. Loose clothes 3. Beautiful cloak
7. Sturdy Boots. 4. A warm wool cloak.
8. Patchwork sweater. 5. Gleaming bits of jewelry.
9. Heavy cloak 6. Flowing dress
7. Fastidiously clean
10. Something old fashioned.
8. Ink stained hands.
11. Deck of playing cards 9. A look of joy.
12. Worn books you carry 10. A crest on your shirt
13. Handknit hat. 11. A heirloom proudly worn.
12. A nice vest
13. Piercing gaze.
These are some questions that can tell you something about your character. The
questions you choose are as important as the answers, so just pick 2 or so.
Heart or Diamond
1. What is a way you’ve hurt others in the past?
2. What gives you hope?
3. Where does your joy come from? (a good family, a warm community)
4. If you return home, who will be there to welcome you?
5. Why did you go on this journey?
6. What do you miss from the past?
7. What are you glad you got away from?
8. What is the most beautiful thing you remember?
9. What do you wish you could get away from?
10. What do I realize I don’t know about the world?
11. What is something I thought I knew, but now I question?
12. What is a secret I keep locked away in my heart?
13. Do you have a best friend?
Club or Spade
1. What does strength mean to you?
2. When was the last time you stayed up to watch the sun rise? Do you do
anything like that?
3. What do you remember fondly?
4. Do you have still have faith?
5. What do you treasure most about your time with people?
6. What keeps you awake at night.
7. How has this journey changed what you believe?
8. When will you finally settle down?
9. Why do people trust you?
10. What do you pretend not to see?
11. What does freedom mean to you?
12. When have you felt the most defeated?
13. What are you procrastinating?
Cozy Moments
Writing can include more than just what you did that is important to the game,
but also how they felt and moments they had. Obviously not every day will
include one of these moments, but you can sprinkle them into your writing to
help connect with your character.
There are of course many more descriptions of food you can use, including
grilled, icy, charred, marbled, pickled, pungent, dainty, rustic, etc. Use your
imagination and develop interesting, exciting, or weird meals.