
Cozy River Ferry Solo Journaling RPG | A Year at the Ferry | Creative Writing Prompts, Printable PDF | One d6, No Combat
Published 29 September 2026 Β· On Quisicosas since 30 September 2026
Featured in the newsletter of
30 September 2026 (on Substack)
What it is about
π―οΈ The lantern is lit on the post and the rope is wet with mist. Somebody is coming down to the slip, and you will not know who until you roll. You keep a rope ferry on a wide, cold river, with a town on each bank. People come down to the slip, and you write down what happened. That is the whole game β one die, one pen, and about twenty minutes an evening. βββββββββββββββββββββββββββββ π WHAT THIS IS A solo RPG journal β a solo journaling game about one year on a river crossing. You are not a hero and there is nothing to defeat. You keep a boat, a rope and two slips, and the river brings you everybody who needs to be on the other side. Some of them tell you why. Most of them do not. You play one evening at a time: π² Roll for who comes down to the slip. π² Roll for what they want. βοΈ Write three or four lines: what you carried, what it cost, and what you did not say. If the two rolls do not fit together β a drover with two hundred sheep, on the morning the fog sits on the water β that tension IS the evening. You do not reroll. You write your way through it. βοΈ You never roll to find out whether you succeed. The die says what happens. You say what you did about it. There is no failure in this game, only what it cost. βββββββββββββββββββββββββββββ π¦ WHAT YOU GET βͺ 162 written entries across 25 tables β every one of them rolled on a single d6 βͺ 4 seasons, with 72 entries that belong to the seasons alone, and not one repeated βͺ 12 writing prompts, three per season, for evenings when you would rather write than roll βͺ 3 ending tables β which one you roll on depends on how you kept the crossing βͺ One day worked through from the first roll to the written entry, so the first evening does not start with a decision βͺ A quiz, "What kind of ferry keeper are you?", that you answer as yourself instead of rolling: each answer picks a line from the tables, so the year starts with somebody a little like you βͺ 8 journal sheets: 4 of The crossing book, 2 of What the river gave back and 2 ruled, because in a game you play by writing, the writing space is the product βͺ 72 cards to cut out, each with a piece of its season's painting, six of each for every season: who comes down to the slip, what they want, and what the season brings. Draw instead of rolling if you prefer βͺ 4 paintings, one opening each season on a page of its own, and a strip of the same painting across the top of its tables βͺ A page that is yours to fill in, for who you are and the ferry you keep, and the three tracks drawn as things you colour in βͺ 35 pages Β· 4 PDFs Nothing here is a stub. Every table is written out in full. βββββββββββββββββββββββββββββ ποΈ HOW THE YEAR STARTS Six rolls and a name, and the crossing is yours. Three for you β why the ferry is yours, what you are good at, and what you do not say. Three for the place β the crossing, the boat, and what needs doing before winter. Then you give it a name. Each town calls the ferry something different, and neither of them is what is painted on the boat. βββββββββββββββββββββββββββββ π FOUR SEASONS, AND THE RIVER BEHAVES DIFFERENTLY IN EACH π± SPRING β The river comes up The snow in the hills lets go all at once. The river climbs past the second step of the slip, and everybody who waited out the winter wants to cross in the same week. βοΈ SUMMER β Low water The river drops until the sandbars show. The boat scrapes at the far slip, and half the valley decides it can wade across upstream instead. π AUTUMN β The drove Every animal in the hills goes down to the autumn market, all of them have to cross here, and none of them want to. βοΈ WINTER β The ice comes in Ice grows out from both banks a little further every night and the channel narrows, and there will be one morning when the boat does not go at all. βββββββββββββββββββββββββββββ βοΈ THREE THINGS YOU ARE KEEPING πͺ’ Rope πͺ£ Tar π€ Goodwill Anything heavy you carry takes a Rope. A crossing in fog, flood or dark takes a Tar. Anything kind gives a Goodwill. They come back up too: Rope bought, traded or spliced adds a Rope, tar bought, traded, or a dry day spent caulking adds a Tar. Turning somebody away costs a Goodwill. A day moves one of them, never more, and together they are the reason the year has a shape instead of being a pile of evenings. Whichever one is highest when the year ends decides which ending you roll on. βββββββββββββββββββββββββββββ π A FEW LINES FROM INSIDE "A man coming home from a long way off, who stands at the slip a long time before he pays." "Two people from the two towns, crossing an hour apart, each paying you extra not to mention the other." "A bottle comes down the river with a letter inside, and it is addressed to the ferry." "To thank you for a crossing you do not remember, eleven years ago, on the worst night of their life." "You sit on the slip and count what the river brings down: a hat, a gate, and a very surprised duck." βββββββββββββββββββββββββββββ β¨ THIS IS FOR YOU IF βͺ You like rivers, boats and the people who wait for them βͺ You want a cozy game that still has structure and consequences βͺ This would be your first solo RPG and you want one that explains itself βͺ You keep a journal and want prompts that build on each other instead of starting over βͺ You want twenty quiet minutes in the evening that are not a screen βͺ You are tired of combat and stat blocks βͺ You own one six-sided die and nothing else, and would like that to be enough βββββββββββββββββββββββββββββ π WHAT YOU NEED βͺ This book βͺ A pen βͺ One six-sided die βͺ Somewhere quiet That is the list. No second die, no app, and no account. No die at all? Cut out the cards at the back and draw one instead. It is made for one player, and nobody else is needed. βββββββββββββββββββββββββββββ π« WHAT IS NOT IN IT No combat. No monsters. No magic. No stat blocks and no character sheet. Nothing here is fought. If something arrives that you cannot solve, you cannot solve it, and you write that down. It is a river, two towns, and four seasons of people who need to be on the other side. βββββββββββββββββββββββββββββ π THE A YEAR ATβ¦ SERIES This is the third book. A Year at the Wayside (an inn on a quiet road), A Year at the Lending Library (a small town library) and A Year on the Salt Road (a salt cart on a long road) use the same rules with a different place, different people and different things running out. Each book stands on its own, and all four are also sold together as one bundle. βββββββββββββββββββββββββββββ π THE FILES Two zip files, one for each paper size, so you only download the one you print on: βͺ A4 β colour and ink-saver βͺ US Letter β colour and ink-saver The ink-saver build drops the tint and the cover painting, prints the season paintings in grey, and keeps every word. Same book, same 35 pages, cheaper to run β and the journal sheets are the ones you will reprint. β¬οΈ Instant digital download. Nothing is posted to you. The whole shelf lives at onegoodevening.pages.dev β every adventure and printable, with what is inside each one before you decide. βββββββββββββββββββββββββββββ π―οΈ ONE GOOD EVENING Games for a table, and for a chair by the fire.





