Thousand Year Old Vampire
2nd PrintingBest For
Solo players who want a reflective, literary experience chronicling a vampire's centuries-long life as memories fade and relationships are lost.
Core Mechanic
Roll d10 minus d6 to determine which prompt to answer next: positive results move forward, negative results revisit earlier prompts. Each response creates an Experience assigned to one of five Memory slots (three Experiences per Memory). When Memory is full, old Memories must be forgotten or recorded in a Diary that can be lost or stolen. 72 prompts with three entries each ensure high replayability.
Roll d10 minus d6 to pick which journaling prompt comes next. The whole solo game is answering prompts as a vampire forgets its long life.
- Free to tryFull core rulesLegally free as an SRD, PDF, or official web rules
- Get it nowAvailable nowFree to download or read online
- –IndexNo back-of-book index or page-keyed reference tables
- –GM guidanceNo how-to-run chapter
- ✓Examples of playRules shown in action at the table
- –Quick referenceNo cheat sheet or summary tables
- –Cross-referencesRules rarely point to each other by page
1 of 5 book tools found in the core book
Highlights
Memory mechanic (five slots with three experiences each) reinforces the vampire theme of forgetting, solo with no GM needed, 72 multi-entry prompts mean different paths each playthrough, ENnie-nominated for Product of the Year and Best Rules
Considerations
Pacing is entirely self-directed which can lead to uneven sessions, memory management rules can feel arbitrary when forced to forget key experiences, prompt entries can become repetitive in longer playthroughs, no external structure to signal when the story should end
Rules license Proprietary
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