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A roleplaying game where every tale becomes yours.

Step into the pages of your favourite book, the scenes of a beloved movie, or a world entirely of your own making with Story Journey, a rules-light, story-rich roleplaying game for 1–100 players. No Game Master needed - just your imagination, and a six-sided die.

Take on the role of a well-known character, or create someone new. Explore the original story or change it entirely using three simple skills:

  • Imagination – for bending reality and dreaming big.
  • Wordcraft – for rewriting story events as you go.
  • Roleplay – for embodying characters and making them your own.

Roll dice to overcome challenges, influence characters, construct scenes, and shape your journey. Spend your precious Plot armour to twist fate in your favour — or fall victim to the story’s dangers if your skills drop too low.

Play any story, anywhere

Whether it’s The Wizard of Oz, Star Wars, Pride and Prejudice, or your own bedtime tales, Story Journey adapts to the narrative you choose. No prep required. Just pick a moment in the story and start playing.


What’s included?

  • Complete rules on a single page, foldable into a 4-page booklet, available in A4 and US letter sizes.
  • Additional tables and example of play that can be printed on the reverse side.
  • A series of d66 tables for generating complications, locations, characters, and more details.
  • No GM required - perfect for solo play or large groups.
  • A scripted example of play to illustrate how to play (also included below).
  • Infinite replayability across any genre or medium.
  • Simple character sheets.
  • A plain text version with no extra formatting.

Download your preferred size (A4 or US letter), print back-to-back on a single sheet, then fold in half horizontally and vertically to make a 1/4-page booklet. Print character sheets separately.

Example of play (click to open)

A scripted example of play, using Alice’s Adventures in Wonderland as the story in which three players take part.

Jess (as Alice): I stroll up to the long, chaotic table set under the trees. “Is there room for one more?” I ask politely.

Sam (as the Mad Hatter): I look a bit wild, and shout “No room! No room!” But then I blink rapidly and look around, confused. “Wait, did we invite someone today? Or was it yesterday’s today?”

Ari (as the Dormouse): I mumble something like, “Maybe we did… or maybe it was next week…”

Jess: I want to figure out what the rules of this bizarre tea party are. This feels like a Wordcraft challenge - rewriting the scene to give it some logic. I want to succeed, so I’m going to spend 1 Plot armour point to add 2 to my roll.

This feels like a medium difficulty challenge, so the target is 7.
Jess rolls d6 (1) + Wordcraft (5) + Plot armour (2) = 8. 

Jess: It worked!

Sam: Nice! What happens?

Jess: I rewrite the rules! Let’s say…the tea party moves forward in time every time someone asks a question - that sounds fun. You just asked me a question, so the whole table shifts one seat to the left.

Ari: I want to make something happen, so I use Imagination to create something new. I say, “I’m going to read my tea leaves to uncover a secret message.”

Reading tea leaves is difficult, so the target is 10.
Ari rolls d6 (4) + Imagination (6) = 10.

Ari: The swirling tea leaves form the words “THE QUEEN WATCHES.” That means the Queen of Hearts knows we’re here!

Sam: I notice Alice and the dormouse backing away, but I don’t want them to leave. I’m going to Roleplay a speech that keeps her from leaving.

This is easy for the Mad Hatter, so the target is 5.
Sam rolls d6 (2) + Roleplay (6) = 8.

Sam: Success! I give a convincing speech to make you stay.

Jess: Nice one - I’m convinced! I tilt my head, intrigued. “All right. One more cake, then I must go.”

The players decide to roll for a complication, they roll d66 with a result of 14: Ambush

Jess: We’re ambushed by Queen’s guards appear! We need to escape without them seeing us.

Ari: Let’s roll together and see if we can get away in time - how about a Wordcraft challenge to write ourselves out of the situation.

Sam: Sounds good! Jess has the highest Wordcraft skill, so they can roll and we’ll join in.

The Queen’s guards are very skilled, so this is a difficult challenge with a target of 10.
Jess rolls d6 (2) + Wordcraft (5) + Ari and Sam helping (2) = 9.

Jess: Oh no! Now we all have to reduce our Wordcraft skill by 1!

Everyone groans.

Sam: Well now what? We haven’t escaped, so the guards are going to find us…

And play continues…


Created with the Roll Up! TTRPG system.

Story Journey is copyright © Ten Acre Games and Hugh Lashbrooke. It is licensed under the Creative Commons Attribution 4.0 (CC-BY 4.0) licence. Layout created using the 1/4 Fold-Over Zine Template by Star West.

Created with Roll Up!

Updated 2 days ago
Published 3 days ago
StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorsHugh Lashbrooke (Ten Acre Games), Ten Acre Games
Tagsd6, GM-Less, Multiplayer, roll-up, Solo RPG
Asset licenseCreative Commons Attribution v4.0 International
Average sessionA few hours
LanguagesEnglish
AccessibilityColor-blind friendly, High-contrast

Download

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Click download now to get access to the following files:

Story Journey (A4).pdf 4 MB
Story Journey (US letter).pdf 4 MB
Story Journey - Plain text.pdf 268 kB
Story Journey - Character sheets.pdf 3.4 MB

Comments

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(+1)

Love how clean and accessible this looks! 

Thanks! The 1/4-fold zine is a great format to work with.

(+1)

Really cool concept!

Ah, thanks! I hope you have some fun with it :)