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Game 03 · A solo journalling RPG

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Regency: The Season

A solo journalling game of romance, ambition and social peril, where every drawing room is a stage and every choice may become tomorrow’s scandal.

“Before Society can judge you, my dear, you must first give it something worth discussing.”

Lady Crackenthorpe

New to Regency?

How to PlayRegency

Start with a character, then learn by playing. The Journey to the Season is a short playable introduction that teaches you how Regency works while you create your first Memory.

Create Your Character

An invitation to the Season

Welcome,Dear Reader

My most curious gentleperson,

The carriages have begun to gather outside every respectable house in London, and already one may detect powder, perfume and ambition upon the air. Chandeliers are polished, musicians are bribed, and every hopeful rehearses a smile as though happiness were a competition, which, of course, it is.

And now you arrive. How delicious.

Whether you intend to triumph, reform or simply survive, Society requires entertainment. Rest assured, it has noticed you.

Lady CrackenthorpeObserver of Society, defender of excellent gossip

A game of wit and consequence

What isRegency?

Regency: The Season is a solo journalling roleplaying game about entering the glittering, dangerous world of Regency Society.

Create a gentleperson with ambitions, useful talents, complicated connections and one unforgettable Mark. Then follow story prompts through encounters, invitations, rumours and choices, recording the tale in your own journal as your Season unfolds.

This is a world where a dance may become a declaration, a letter may ruin a reputation, and the person standing beside you may prove to be a beloved, a rival or both.

01

Create your gentleperson

Choose the history, abilities, advantages and relationships they bring into Society.

02

Enter the social whirl

Meet each new occasion through story prompts filled with possibility and peril.

03

Write what happens

Record their choices, conversations, triumphs and mistakes in whatever form inspires you.

04

Become remembered

Let consequences, Memories and connections shape the person who leaves the Season.

Before the first carriage

What you will need

  • A journal, loose paper or digital document
  • The d10 and d6 roller below, or your own physical dice
  • Your completed character record
  • Curiosity, courage and a talent for indiscretion

Chance enters the room

Roll forThe Season

Roll one d10 and one d6. Subtract the lower result from the higher. The larger die decides your direction through the Prompts.

  • d10 higher: move forward by the difference.
  • d6 higher: move backwards by the difference.
  • Matching dice: remain on the current Prompt and advance the Loom to its next Stage.

Lady Crackenthorpe presents

The ballroom awaits Roll when you are ready.

Society cannot judge a result that has not yet occurred, though it shall certainly try.

Your first entrance

Create YourGentleperson

Write every detail yourself or invite Lady Crackenthorpe to make a suggestion. When your introduction is complete, you can print the character record or save it as a PDF.

A little assistance

Write every detail yourself, ask for inspiration as you go, or let Lady Crackenthorpe arrange the entire introduction.

Step 01 Name and Station

Choose the name Society shall repeat and the station it will use to decide whether you are fascinating, fortunate or faintly alarming.

Lady Crackenthorpe observes

“A family name opens doors. A memorable entrance ensures they do not close too quickly.”

Use a title if you wish, or simply write the name by which your character wishes to be known. Inspire Me offers a suggestion, and you can edit or replace it freely.

Choose a suggestion or create your own place within, beside or inconveniently outside Society.

Step 02 A Memory Before the Season

Write one sentence about the life your character carried with them before the carriages arrived and every drawing room began to watch.

Lady Crackenthorpe remembers

“The past is never truly past. It merely waits for a crowded room.”

A lost love, a family scandal, a friendship, a sudden loss, an unsuitable education or a rumour may all follow you into the Season.

Step 03 Three Skills

Choose three talents, virtues or social weapons. Broad qualities and specific talents both belong here.

Lady Crackenthorpe advises

“One admirable talent is charming. Three suggest either preparation or ambition.”

Creating your own Skills

Begin with a broad virtue such as Grace, Wit, Composure, Courage, Empathy, Discretion or Poise. You may use the virtue itself or name a more specific talent that lives beneath it.

Step 04 Three Resources

Record three tangible or social advantages that may support your debut, complicate it or disappear at the least convenient moment.

Lady Crackenthorpe calculates

“Fortune cannot purchase happiness, but it may secure a superior carriage in which to pursue it.”

Step 05 Three Characters

Choose three people of consequence already entangled in your life. Name them if you wish, and add enough detail to make their arrival troublesome.

Lady Crackenthorpe takes note

“No gentleperson enters Society alone. Someone is always following, watching or arriving first.”

Step 06 The Mark You Bear

Choose the scandal, secret, reputation or visible distinction that Society notices before it has learned anything more useful about you.

Lady Crackenthorpe whispers

“Every diamond has its flaw. Society merely insists upon inspecting it under excellent lighting.”

Your Mark may be damaging, desirable, misunderstood or all three at once.

The carriage has arrived.

Society is already looking. Return to the beginning