1. Introduction
Solo RPG play often produces rich stories, but recording them can be messy.
This standard notation system provides a shorthand method to capture the essentials of play while leaving space for optional narrative, dialogue, and campaign tracking.
The notation is designed to be:
- Flexible — usable across different systems.
- Layered — works as both quick shorthand or expanded narrative.
- Searchable — tags and codes make it easy to track NPCs, events, and locations.
1.1 How to Use This Notation
This SRD is meant as a toolbox, not a prescription.
The system is fully modular: use only the parts that are useful to your notes and ignore the rest.
At its core are the Symbols (see Section 7: Solo RPG Notation Legend).
These define the minimal language of play:
>
for player actions?
for oracle questionsd:
for mechanics rolls->
for oracle results=>
for consequences
Everything else in this SRD (scenes, campaign headers, session headers, threads, clocks, narrative excerpts) are optional layers.
You can plug them in if you want to track long campaigns, organize your log, or share play reports, but they are not required for play.
Think of it as concentric circles:
- Core: Symbols (Section 7)
- Optional Layers: Scene structure, Front Matter, Session Headers, Persistent Elements, Progress tracking, etc.
Start small and add only what helps you keep clear, enjoyable notes.
2. Front Matter
Use this block at the start of a campaign log to record essential details.
Campaign Header
=== Campaign Log: Campaign Title ===
[Title] Campaign Title
[Ruleset] Ruleset and tools used
[Genre]
[Player]
[PCs]
[Start Date] yyyy-mm-dd
[Last Update] yyyy-mm-dd
Optional Fields
- [Tools] — Oracles, generators, house rules used
- [Themes] — Mystery, romance, cosmic horror…
- [Tone] — Gritty, light, surreal, etc.
- [Notes] — Any prep or expectations before play
Example
=== Campaign Log: Star Hauler ===
[Title] Star Hauler
[Ruleset] Loner Space
[Genre] Space trading / sci-fi adventure
[Player] Roberto
[PCs] Captain Elara (PC:Elara|Ship: Rustwing)
[Start Date] 2025-09-03
[Last Update] 2025-09-03
[Tools] Oracles: Mythic, Stars Without Number NPC tables
[Themes] Trade, exploration, moral dilemmas
[Tone] Pulpy with dark undertones
[Notes] Starting on Argus Station, day after cargo strike.
3. Session Header
Use a short block at the start of each session to keep records tidy.
Basic Session Header
=== Session 1 ===
[Date] 2025-09-03
[Duration] 90 minutes
[Start Scene] S1
Optional Fields
- [Recap] — Short note of previous events
- [Goals] — Player expectations for this session
- [Notes] — Table conditions, variants, mood
Example
=== Session 2 ===
[Date] 2025-09-10
[Duration] 2h
[Start Scene] S8
[Recap] Jonah was captured at the lighthouse. Cultist plot at 3/6.
[Goals] Rescue Jonah, follow clue from diary.
[Notes] Trying new NPC reaction table.
Placement of Boundaries
- Always place Front Matter once, at the very start of the campaign log.
- Start each play session with a Session Header.
- End each play session with:=== Session X End ===
- Update
[Last Update]
in the Front Matter each time a new Session Header is added.
4. Scene Log
4.1 Scenes
Scenes are the basic unit of play.
[S#] *Context / Frame*
S#
= numbered scene ([S1]
,[S2]
, …).- Context = short description (abandoned lighthouse, midnight).
- Use letters for flashbacks or branches:
[S3a]
. - Use thread IDs for parallel storylines:
[T2-S5]
. - Optional time markers:
Day 3
,Midnight
.
4.2 Actions
Two types of uncertainty drive play:
- Player-facing actions (mechanics)> Pick the lock
- World / GM questions (oracle)? Is anyone inside?
4.3 Resolutions
Mechanics
d: [roll or rule] => outcome
Example:
d: d20+Lockpicking=17 vs DC 15 => Success
Oracle
-> [answer] (roll if relevant)
Example:
-> Yes, but… (d6=4)
Shorthand convention:
- Use
>
or<
for comparisons (e.g.,d:2<4
= fail,d:5>3
= success). - Add
S
orF
if needed:d:2<4 F
.
4.4 Consequences
Record the narrative result after rolls:
=> The door creaks open, but the noise echoes through the hall.
4.5 Persistent Elements
Track ongoing elements with tags.
- NPCs:
[N:Jonah|friendly|injured]
→ later[N:Jonah|captured]
- Locations:
[L:Lighthouse|ruined|stormy]
- Events & Clocks:
[E:CultistPlot 2/6]
- Threads:
[Thread: Find Jonah’s Sister | Open]
→[Thread:…|Closed]
- Player Character:
[PC:Name|HP 6|Stress 2|Gear:Dagger]
→[PC:HP-1]
Re-use IDs in later scenes to connect the log:
[#N:Jonah]
, [#L:Lighthouse]
, [#E:CultistPlot]
.
4.6 Progress Tracking
Different forms of progress can be tracked consistently:
- Clocks (fill up):
[Clock:Ritual 5/12]
- Tracks (progress bars):
[Track:Escape 3/8]
- Timers (count down):
[Timer:Dawn 2]
4.7 Random Tables
When inspiration tables or generators are used, note the roll:
-
Simple table:
tbl: d100=42 => "A broken sword"
-
Complex generator:
gen: Mythic Event d100=78 + 11 => NPC Action / Betray
4.8 Narrative Excerpts (Optional)
You may add narrative or dialogue where it helps.
-
Inline prose:
=> The room reeks of mildew.
-
Dialogue:
N (Guard): "Who’s there?" PC: "Stay calm…" -
Long block:
--- The diary reads: "The tides no longer obey the moon." ---
This is optional — shorthand alone is enough.
4.9 Meta Notes
Use parentheses for reminders, reflections, or house rules.
(note: testing alternate stealth rule)
5. Examples
Example 1 — Hybrid Log
[S7] *Dark alley behind tavern, Midnight*
> Sneak past the guards
d: Stealth d6=2 vs TN 4 => Fail
=> My foot kicks a barrel. [E:AlertClock 2/6]
? Do they see me?
-> No, but… (d6=3)
=> Distracted, but one guard lingers. [N:Guard|watchful]
N (Guard): "Who's there?"
PC: "Stay calm… just stay calm."
Example 2 — Pure Shorthand
S7 >Sneak d:2<4 F => noise [E:Alert 2/6] ?Seen? ->Nb3 => distracted, 1 stays
Example 3 — Tracking Threads
[S12] *Inside the lighthouse*
> Search the chamber
d: Investigation d6=5 vs TN 4 => Success
=> I find a hidden diary. [E:CultistPlot 3/6] [Thread: Find Jonah’s Sister|Open]
tbl: d100=42 => "A broken sword"
Example 4 — Complete Campaign Log
=== Campaign Log: Clearview Mystery ===
[Title] Clearview Mystery
[Ruleset] Loner + Mythic Oracle
[Genre] Teen mystery / supernatural
[Player] Roberto
[PCs] Alex (PC:Alex|HP 8|Stress 0|Gear: Flashlight, Notebook)
[Start Date] 2025-09-03
[Last Update] 2025-09-10
[Tools] Oracles: Mythic, Random Event tables
[Themes] Friendship, courage, secrets
[Tone] Eerie but playful
[Notes] Inspired by 80s teen mystery shows
=== Session 1 ===
[Date] 2025-09-03
[Duration] 1h30
[Start Scene] S1
[Goals] Introduce Alex, set first clue
[S1] *School library after hours*
> Sneak inside to check the archives
d: Stealth d6=5 vs TN 4 => Success
=> I slip inside unnoticed. [L:Library|dark|quiet]
? Is there a strange clue waiting?
-> Yes (d6=6)
=> I find a torn diary page about the lighthouse. [E:LighthouseClue 1/6]
[S2] *Outside the library, empty hall*
? Do I hear footsteps?
-> Yes, but… (d6=4)
=> A janitor approaches, but he doesn’t notice me yet. [N:Janitor|tired|suspicious]
N (Janitor): "Thought I heard something…"
PC (Alex, whisper): "Gotta get out of here."
=== Session 1 End ===
=== Session 2 ===
[Date] 2025-09-10
[Duration] 2h
[Start Scene] S3
[Recap] Found diary page hinting at lighthouse. Nearly spotted in library.
[Goals] Investigate lighthouse, avoid suspicion.
[S3] *Path to the old lighthouse, Day 2*
> Approach quietly at dusk
d: Stealth d6=2 vs TN 4 => Fail
=> I step on broken glass, crunching loudly. [Clock:Suspicion 1/6]
? Does anyone respond from inside?
-> No, but… (d6=3)
=> The light flickers briefly in the tower window. [L:Lighthouse|ruined|haunted]
[S4] *Inside lighthouse foyer*
> Search the floor for signs of activity
d: Investigation d6=6 vs TN 4 => Success
=> I find fresh footprints in the dust. [Thread: Who is using the lighthouse?|Open]
tbl: d100=42 => "A broken lantern"
=> A cracked lantern lies near the stairs. [E:LighthouseClue 2/6]
PC (Alex, thinking): "Someone’s been here… recently."
=== Session 2 End ===
6. Micro-Reference Appendix
A quick at-a-glance summary of common shorthand:
S1 >Pick lock d:d20=17>15 => Success => creak noise
S2 ?Is anyone inside? ->Yes, but… => distracted guard
S3 >Fight guard d:d6=1<4 F => HP-2 [PC:HP 8]
S4 ?Does ally arrive? ->No, and… => Thread "Rescue" Open
S5 >Search room d:d6=6>4 S => find clue [#clue]
S6 tbl: d100=42 => "A broken sword" [E:CultPlot 3/6]
S7 >Convince Jonah d:d20=12<14 F => Jonah angry [N:Jonah|hostile]
S8 ?Does time run out? ->Yes => [Timer:Dawn 0]
S9 >Escape tunnels d:d6=5>3 S => [Track:Escape 6/8]
S10 === Session 1 End ===
7. Solo RPG Notation Legend
A quick reference to the standard solo play notation.
Core Symbols
[S#]
— Scene number and frame>
— Player action (mechanics)?
— Oracle question (world / uncertainty)d:
— Mechanics roll/result->
— Oracle result=>
— Consequence / outcome
Tracking
[N:Name|tags]
— NPC[L:Name|tags]
— Location[E:Name X/Y]
— Event / Clock[Thread:Name|Open/Closed]
— Story thread[PC:Name|stats|gear]
— Player character
Progress
[Clock:Name X/Y]
— Clock (fill up)[Track:Name X/Y]
— Progress track (advance)[Timer:Name X]
— Countdown
Narrative (Optional)
- Inline:
=> Short prose
- Dialogue:N (Guard): "Who's there?" PC: "Stay calm…"
- Block:--- Text excerpt here ---
Meta
(note: … )
— Reflection, reminder, house rule
Example Line
S3 >Pick lock d:d20=17>15 => Success => creak noise [N:Guard|alert]
8. Changelog
v1.6 – Modular Clarification (2025-09-08)
- Added Section 1.1 How to Use This Notation to clarify that the system is modular and plug-and-play.
- Emphasized that the Symbols in Section 7 form the core of the notation; all other layers (Scenes, Campaign Front Matter, Session Headers, Threads, Clocks, Narrative, etc.) are optional.
- Clarified language around optional use of campaign/session boundaries.
v1.5 – ASCII Standardization (2025-09-08)
- Replaced all special characters (▶, 🎲, ⤷, ⇒, etc.) with ASCII-only equivalents (
>
,d:
,->
,=>
). - Standardized table and generator notation (
tbl:
andgen:
). - Updated all examples, Micro-Reference, and Legend to reflect ASCII-only style.
v1.4 – Consistency Pass (2025-09-03)
- Numbered major sections for clarity.
- Standardized session end markers as
=== Session X End ===
. - Clarified shorthand comparison syntax (
d:2<4 F
). - Unified dialogue style (
N:
/PC:
). - Wrapped Complete Example in code block formatting.
- Removed redundant Boundaries section (consolidated under Session Header).
v1.3 – Structure and Boundaries (2025-09-01)
- Cleaned up duplication of campaign/session boundaries.
- Defined placement of Front Matter, Session Headers, and Session End markers in one place.
v1.2 – Extended Examples (2025-08-28)
- Added a full worked campaign example (two sessions, multiple scenes).
- Improved clarity on time markers and persistent element updates.
v1.1 – Feature Expansion (2025-08-23)
- Added Front Matter and Session Header notation.
- Expanded persistent tracking for NPCs, locations, events, threads, PCs.
- Introduced progress tracking (Clocks, Tracks, Timers).
- Added Random Table notation (
tbl:
/gen:
). - Included optional Narrative Excerpts and Meta Notes.
v1.0 – Initial Draft (2025-08-15)
- Core shorthand notation for solo play logs.
- Symbols for actions, oracles, mechanics, and consequences.
- Early examples and legend.
9. Credits & License
This notation is inspired by the Valley Standard.
This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.
To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/
or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.