Some solo RPGs want your character’s backstory upfront, neatly laid out before you even start.
Loner instead suggests you forget half of it along the way.
I didn’t think memories would matter so deeply. But in Loner, the past isn't just a backdrop—it presses down, leaks, resurfaces. Sometimes, it lies.
And that's not just narrative dressing. That’s gameplay.
Not Background, but Ammunition
You don’t write a novel-length history of your character. You roll a d66, stumble into something unsettling like “You recall two different childhoods, unsure which is real.” And then you just move forward.
No explanations. No logic yet.
Then session three happens. You're in the quiet between conflicts, and suddenly that odd detail resurfaces. You recognize someone you've never seen. Your reflection shifts subtly. The Oracle says "Yes, but—" and you instinctively grasp the contradiction.
It’s memory as rupture, as fracture, as emotional shrapnel.
And it hits harder precisely because it’s unexpected.
Flashbacks that Disrupt
I began using flashbacks to solve minor puzzles—Why is this place familiar? Why did that name freeze me?
Soon they started doing much more. They didn't answer questions—they raised new ones. A memory like "You promised never to come back" leaves me uncertain who the liar is—me or the Oracle.
In Loner, a flashback isn't exposition. It's dislocation. It shifts my character's perspective. It shifts mine, too. Brief, jarring, they feel infinitely more personal than any stat upgrade.
Truth Is Optional
One rule in the Character Builder’s Guide is beautifully simple:
"Is this memory accurate?" Ask the Oracle.
Small rule, seismic shift.
If the answer is no—or even better, no, and...—memory becomes fluid. Unreliable, yes, but humanly so. Maybe it belonged to someone else. Maybe it was implanted. Maybe it's wishful thinking.
Now that ambiguity becomes playable tension.
Transforming Fragments Into Stories
The beauty of Loner is nothing’s obligatory—but everything’s available.
You roll memory fragments and save them for the perfect moment. You invent tags from dreams, hallucinations, scars. False memories become narrative traps, emotional keys, or flash grenades detonating mid-scene.
A good memory fragment flickers into the present. A great one reshapes it.
You've forgotten your original name. The one you use is borrowed.
Interesting. But what happens when someone calls you by the old one, and instinctively, you turn?
Recursion Instead of Resolution
Solo RPG play differs fundamentally from traditional storytelling: you're not closing plots, you're cycling through layers—memory, action, emotion, consequence—and again memory.
Scenes from earlier sessions gain new dimensions when fresh memories surface. Not retcons—recursions. They deepen texture, surpassing mere consistency.
When your character acts from memory instead of certainty, you feel the gravity of decisions. Especially the misguided ones.
The Character Sheet as Archaeology
My character sheet looks battered. Tags scratched out. Margin notes. Question marks everywhere. A nemesis turned “almost forgiven.” Gear that only exists in dreams.
It isn't clean. It isn't efficient.
But it feels lived.
Because in Loner, memory isn't mere backstory. It's pressure.
It builds. It cracks. Occasionally, it even reveals the truth.