Four solo journaling RPGs, four completely different reasons to open a notebook. Solve a murder in a snowed-in Victorian house. Keep a lighthouse on a coast that is off the shipping lanes. Answer a letter that should never have found you. Catch the lines people say before they disappear by the weekend.
The Game Bundle contains four complete printable story games: The Crimson Parlour, The Keeper’s Log, The Unanswered Letter and The Commonplace Hours. Each stands alone. Together they run from one evening to forty watches, with an ongoing commonplace book for the lines you want to keep.
Four complete solo journaling games
The Crimson Parlour — thirteen nights
Christmas Eve, 1887. Edmund Ashgrove is dead and the household would quietly prefer that it was you. Turn one playing card a night. Its suit sends you into one of four rooms; its rank reveals what you found. Keep the Register, clear the suspects and write one name for the inquest.
This is a structured Victorian murder mystery for one player. The cards determine where you search and what evidence appears, but the record in your own journal is what lets you test the household’s stories and decide whom to accuse.
The Keeper’s Log — forty watches
The supply boat has not come. There is a light burning where the chart shows open water. Roll two ordinary dice: one points to the sea, one to the night, and doubles move the story of the light forward. Every fifth watch ends in a sealed paper pocket.
The Keeper’s Log is the longest game in the bundle. Its two-dice system produces a different watch each time while the numbered pockets give the lighthouse story a deliberate sequence and closing point.
The Unanswered Letter — one evening
One playing card decides who wrote to you and what they want. Write their letter first, then your reply. Seal it and send it, burn it and mount what remains, or fold it into a pocket and leave it unsent. Two facing pages, finished the same night.
Start here if you are new to solo journaling games. It has one page of rules, worked examples and a complete beginning-to-end structure designed for a single evening.
The Commonplace Hours — keep it going
Catch a line somebody actually said, then turn one card. The suit decides how the line goes on the page and the rank sends you looking for the next one. Add one word in the margin, build the index at the back and let the subjects of your book emerge from what you kept.
This game has no fixed number of nights. Use it whenever you hear a line worth saving. Over time, the cards connect new entries to earlier ones and turn a collection of quotations into a book with its own recurring subjects.
What players and buyers say
Real customer words, with the product they refer to named plainly.
★★★★★
“Really liking this game. Very creative.”
Jennifer · on Folklore Forest
★★★★★
“A great trigger for a fun new interactive art journal.”
Sharon · on Folklore Forest
★★★★★
“Love the designs and quality!”
Ashlee · on another printable kit in the Artful Safari shop
Before you buy
Is anything posted to me?
No. This is an instant digital download. You receive the game PDFs and print only the pages you want.
Does this bundle include Folklore Forest or printable paper kits?
No. It contains the four named games: The Crimson Parlour, The Keeper’s Log, The Unanswered Letter and The Commonplace Hours. Folklore Forest, papers and ephemera are not included.
Do I need experience with role-playing games?
No. Begin with The Unanswered Letter if you want the shortest first game; its worked example takes you from the first card to the finished reply.
Is this a subscription?
No. It is one payment for the four downloadable games; nothing renews or expires.
Exactly what is included
- Four complete illustrated game books — 114 pages in total
- 18 component and reference pages
- Colour and printer-friendly copies of every book and component file
- 16 high-resolution PDF files across four clearly named game downloads
The measured files
- The Crimson Parlour — 61-page game and 13-page components file
- The Keeper’s Log — 22-page game and one-page Keeper’s Card
- The Unanswered Letter — 11-page game and one-page reference card
- The Commonplace Hours — 20-page game and three-page components file
- A printer-friendly copy of every file listed above
What you need to play
- One ordinary deck of playing cards for three of the games
- Two ordinary six-sided dice for The Keeper’s Log
- A journal or loose pages
- Something to write with
- Odd paper and something to stick with when a game asks you to make a page
You do not need a board, an app, another player or previous role-playing experience. Nothing is scored. Begin with the premise or length that suits you and leave the other games for later.
File format and printing
- High-resolution PDF files in US Letter portrait
- A4 compatible
- 300 DPI, suitable for print and screen
- Colour and low-ink printer-friendly versions
- Delivered through one PDF containing four clearly labelled private download buttons
Print at 100 per cent. For an A5 journal, choose two pages per sheet in your printer dialog. You can also read the books on a tablet while writing in a physical or digital journal, printing only the reference pages you want beside you.
What is not included
Folklore Forest and The Borrowed Shelf are not part of this bundle. There are no matching paper kits or ephemera packs. This is the four-game collection: The Crimson Parlour, The Keeper’s Log, The Unanswered Letter and The Commonplace Hours.
Licence
For personal and small-business use. You may print the files as often as you like for your own journaling. Please do not share, redistribute or resell the PDF files themselves.
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