Wednesday, August 13, 2025

Time for some inner reflection as a robot


To begin this week’s review, I will admit that while I have played a number of solo games over the years You Were Made: A Solo Journaling RPG is unique in my spectrum of experience.

So to define this one I went to the Kickstarter teaser page where it stated “You Were Made is a minimalist, rules-light solo role-playing game crafted to inspire introspective storytelling and creative journaling.

“You take on the role of an Echoform, a synthetic being built by humanity in its final days. Not a servant, not a conqueror, but a vessel of memory.”

At this point I was thinking Isaac Asimov’s I, Robot, and there is a sense of that here, you play a construct which is on something of a path of self discovery – with a somewhat understated but also apparent element of learning something of yourself in the process.

Canadian designer

So this one is from Canadian designer Deny Trudel – as regular readers will know that’s a bonus in my books, and Trudel was good enough to answer some questions via email for this one.

An obvious question was why a solo RPG where journaling is its core?

“Over the last few years, I’ve been encouraged to journal for mental health and mindfulness, but I could never really get into it,” offered Trudel. “I’d sit there staring at the page, scribbling a few mundane thoughts, then just stall out. 

“So instead, I built myself a journaling game engine (complete with lore) to help me write through a narrative lens. And that actually worked. It felt like I was keeping a diary from the perspective of a sentient android, but somehow the process still let me explore my own emotions and experiences. I was packaging my own stuff into a story and it felt honest and fulfilling.

“And since making stuff is literally what I do, I decided to turn that little journaling tool into a real game. You Were Made is my first full-fledged TTRPG. I’d done Kickstarter once before (two years ago) for Little Worlds Dice, a line of polyhedral dice sets. It was successful, but the production headaches and the intense competition kind of drained the joy out of it. This time, I wanted to make something personal. Something I was proud of. And it gave me the chance to source most of the materials locally (or semi-locally. lol), which honestly feels like a huge win.”

Not surprisingly there is a lot of Trudel within the game.

“From the start, I wanted You Were Made to touch on some of the philosophical and psychological themes that mattered to me at the time,” Trudel said. “I tend to build ideas around overarching concepts, and I knew early on that I didn’t want combat in the game.

“I also scrapped the XP system pretty quickly.

“What I really wanted was a game that gave space for reflection, something that let players explore feelings like loss, uncertainty, and quiet resilience in a world designed for introspection.

“Based on the play-tester feedback I’ve received, I think I managed to hit that emotional core. And honestly, that core is what holds the entire experience together. Without it, the game wouldn’t work. 

“But I also wanted it to be fun. A creative tool that’s easy to jump into (just a d20, the prompt deck, and a journal) and go. The kind of game that invites you to tell beautiful stories and slowly build your own little world. And really, bottom line, making stuff is just plain fun!”

At this point I will note my experience with this one has been more superficial than I would like. Now maybe if I were at a secluded cabin for a couple of weeks You Were Made would be a good fit, but summer is busy and extra writing journaling is not a good fit. But, the taste was still intriguingly sweet and I am looking forward to winter when time for such an endeavour will be more readily available.

When asked what players can expect Trudel noted, “Simplicity. Reflection. Creative sparks to keep the story moving. At its heart, You Were Made is a journaling game and journaling remains the core of the experience. But the game surrounding it is intentionally solid, even if it leans into simplicity by design.

“I also put a lot of thought into supporting that journaling with a lightweight power system: Fragments. They serve two roles: 1) boosting your rolls and 2) acting as a kind of currency to “buy” special cards that shift, enhance, or twist the narrative. The goal was to give your mind something to grab onto, something to play with, without bogging you down in a bunch of rules or mechanics. If I did my job right, you won’t need to reference the instructions for long. More importantly, I wanted the game to feel freeing, not like a set of rules you have to obey, but a set of tools you can use however you want. The ultimate goal was to create something that opens the door for the writer, not something that locks them in.”

Therein lies the flexibility to be yourself as a gamer and that is important.

Some RPGers will no doubt lament that there are no battles, yet might you recall fragments that harkened back to battles? Who can say what others might discover as the journey is the players own.

In the designer’s mind what is the best element of the game and why?

“At the heart of You Were Made is an emotional core that’s all about healing through memory,” said Trudel. “The adventure deck (the prompt cards) does a great job of tapping into those universal feelings that tend to linger and resurface as we get older. It’s therapeutic without being therapy. It gives you space to sit with your thoughts, to process, without ever feeling clinical.

“On a more practical note, I’m in love with the art. I worked with an amazing illustrator to craft the visual identity of the game, and I think we landed on something really special. I honestly couldn’t pick a favourite piece, but the artwork ties the whole experience together. It brings emotional weight and presence to the game, and when you sit down with the cards, the die, the tokens, it just feels good. There’s a real tactile joy to it.

“Almost all of the components are sourced here in Canada, too, with just a few exceptions (tokens from the UK, packaging from the U.S.). Being able to keep production close to home has made the whole thing feel even more grounded and intentional and helps support the Canadian economy during a difficult time.”

Trudel likes some of the elements built into the game to broaden the experience too.

“I think our dual Fragment system is one of the more unique aspects of You Were Made. Fragments serve a dual purpose: they’re both a power-up and a currency, which forces the player to make meaningful decisions. Do you hold onto them to boost your rolls? Or spend them to twist the story with special cards? That tension adds a nice layer of strategy to what’s otherwise a very introspective game.

“One of my key design goals was to build in multiple layers of choice. First, you draw a prompt: that’s your predetermined event. Then you choose how to respond: that’s personal agency. And finally, you roll to see how it resolves: introducing a bit of luck. That middle step, that choice, is critical. It ensures that the game isn’t just a prompt deck, and it’s not just a dice fest either. It’s a blend of structure and freedom, giving players space to shape their own story while still feeling the push and pull of chance.”

As for what is the most unique mechanic within the rules, Trudel said, “I think of our specialty cards as the spice that kicks the flavour up a notch: Companions, Paradoxes, and Code Augments. Each one adds its own dimension to how the game unfolds.

“Companions let you shift your point of view: You get to respond to a prompt through another voice, another lens. Someone who sees the world differently than your Echoform might. Paradoxes are the wild cards: They throw a wrench into your instinctual response, forcing you to answer in a way that feels off, inverted, or emotionally messy.

“Code Augments are your upgrades: They stick around and grant special permissions that reshape how you play. For example, letting you draw three cards and pick the one that resonates most. They’re core tools that deepen the narrative and open up new angles for play.”

Now this game will not be for all. If you are not a writer at all this may be a hard pass.

But, if you like to think a bit differently about things, and enjoy keeping a diary or writing stories, well here is a framework to work within while still offering creative flexibility.

Watch for this one on Kickstarter as it might be just the winter escapism you need.

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