Why every roleplayer should try a Solo or Journaling RPG at least once
There is a moment every roleplayer knows: the spark hits, your imagination is loud, and your schedule is not. That is exactly where solo RPGs and journaling games shine. A solo RPG is a tabletop roleplaying experience designed to be played by one person, often with prompts, tables, or simple rules that replace a GM. A journaling RPG leans into writing, sketching, or note-taking as play - you record your character’s thoughts, choices, and consequences as the story unfolds. If you have ever wished you could play more often, deepen your characters between sessions, or explore a mood that does not fit your usual group campaign, this is your open door. No coordinating calendars, no waiting for the next game night, no pressure to perform. Just you, a set of prompts, and a story that responds to your curiosity. And here is the secret: trying solo play once does not replace group play - it upgrades it. You come back to the table with sharper character voices, richer backstories, and a stronger sense of what you actually enjoy in a session. Solo and journaling RPGs are also beautifully low barrier: play for ten minutes or two hours, pick it up again tomorrow, and let the narrative breathe at your pace. That flexibility is not a compromise. It is freedom. And if you want a perfect example of how deep a “just you and the page” game can go, Thousand Year Old Vampire is basically the poster child: personal, haunting, and weirdly unforgettable in the best way.
Solo play also teaches a rare skill: listening to your own story instincts. In a group, you are constantly collaborating, adapting, and sharing spotlight. Solo and journaling games give you space to linger. You can zoom in on a single decision, a single room, a single regret, and let it echo. That makes these games perfect for exploring themes that sometimes get rushed at the table: recovery after the adventure, the cost of heroism, the quiet victories, the complicated relationships. It is roleplaying without the social gravity, which can be a relief if you are tired, shy, neurospicy, or simply not in the mood to speak in-character for three hours. Many people are surprised by how emotional solo roleplaying can be, because the story is not competing with jokes, side conversations, or initiative order. It is direct. It is intimate. And yes, it is still a game - you roll, you interpret, you make choices, and you accept the consequences. The difference is that the consequences land on the page and in your head first, where they can become fuel for future sessions. If you are a GM, solo and journaling RPGs can also be your best creative gym: you practice improvisation, pacing, scene framing, and dramatic escalation in a way that feels like play, not work. And if you want something that feels more like a mythic journey than a quiet diary, Odyssey of the Giant is the kind of title you can point to when someone says, “Sure, but can solo feel big?”
If the idea sounds appealing but you do not know where to start, the trick is to choose a format that matches your energy. Want structure and surprise? Pick a solo RPG with clear procedures, random tables, and a simple loop: ask a question, roll, interpret, move forward. Want reflection and character voice? Pick a journaling game that gives you prompts like “What did you lose today?” or “Who do you miss, and why won’t you admit it?” Then set a tiny goal: one scene, one prompt, one page. Ten minutes is enough. A good solo session often looks like this: you define a character and a situation, you let a prompt or oracle introduce uncertainty, and you respond honestly as that character. When you get stuck, you roll again. When you feel inspired, you write more. The magic is that you do not need to be a “writer” to enjoy a journaling RPG. Bullet points count. A messy page counts. A voice memo counts. A map with a few notes counts. This is play, not homework. And the best part is how fast it becomes personal: your solo character starts making choices you did not plan, because the prompts keep nudging you into interesting trouble. Sometimes that trouble is spooky, sometimes it is heroic, and sometimes it is heartbreakingly gentle - which is exactly why Beloved: A Lost and Found Game deserves a casual mention in any solo/journaling conversation. Not every story has to be about slaying something. Sometimes the most powerful “quest” is connection, memory, and what you carry home.
Solo and journaling games also make you better at the table, in a way that feels unfair. You get more confident inhabiting a voice because you have practiced it privately. You get better at choices because you are used to deciding without a committee. You get better at pacing because you learn when to cut a scene, when to zoom in, and when to let a moment breathe. And if you are someone who loves worldbuilding, solo play is a cheat code: you can build a village by writing one conversation, invent a religion by rolling one prompt, or discover a villain by answering one uncomfortable question. It is not planning. It is discovery. And discovery is what roleplaying is supposed to feel like. There is also a quiet kindness to solo play: it respects your energy. If you are drained, you can play small. If you are inspired, you can go deep. If you have a full house, a busy job, or a brain that refuses to schedule joy in neat blocks, solo and journaling RPGs give you a way to keep the flame alive without demanding you rearrange your life to do it.
So why should every roleplayer try a solo or journaling game at least once? Because it reminds you what roleplaying really is: making meaningful choices inside a story, guided by uncertainty, driven by imagination. It reconnects you with the part of the hobby that is yours alone - the part that existed before rules debates, group dynamics, or the logistics of planning a session. It can be a palate cleanser between campaigns, a creative warm-up before you GM, or a gentle entry point if you are new to TTRPGs and nervous about a table full of strangers. It can also be the most consistent form of roleplaying you ever do, because it fits into real life instead of fighting it. At Netherbook, we love games that help you tell stories you will remember, and solo and journaling RPGs are some of the most honest, surprising, and quietly powerful tools in the whole hobby. Try one once. Give it one evening, one rainy afternoon, one train ride, one late-night cup of tea. If it clicks, you gain a new way to play forever. And when you return to your group game, you bring something back with you: a deeper sense of character, a stronger creative voice, and a reminder that the best stories are not always the loudest ones - sometimes they are the ones you write for yourself.