The Last Lantern
A diceless narrative game for solo or group play.
Tone: Melancholic, reflective, mythic-realism.
Materials: Just this page, a journal (optional), and time to drift.
Roles
- The Unintended Pilot: The player-character. No classes, just fragments. You arrive carrying nothing but memory and the ache of work.
- The Dive (GM or Facilitator): The voice of the Lantern, offering gentle choices, never commands.
Core Mechanics
- No dice. No stats. Only moments.
- The Dive offers Invocations when the player hesitates, lingers, or engages with the world.
- The Player chooses a response or speaks aloud what they do. The Dive responds accordingly.
- The game ends when the player leaves the Lantern—or leaves something in it.
Inventory (Optional Journal Prompts)
Instead of gear, the Pilot collects:
- One memory stirred by a jukebox lyric.
- One detail etched into the bar (word, symbol, date).
- One conversation fragment offered by a stranger.
- One sensation: taste, smell, light.
- One unanswered question they choose not to pursue.
Setting the Scene
Delivered to you, player, as your character steps into the bar, the world’s weight still clinging to their shoulders. No dice, no foes, no gold—just the hum of a moment waiting to be claimed. Listen, and choose what you carry forward.
The door creaks shut behind you, sealing out the clamor of the city’s grind. You’ve stepped into The Last Lantern, a dive bar tucked in the folds of a spring evening, where the air is thick with malt and memory. This isn’t a stumble, but a dive—a chosen descent into a sanctuary of scuffed linoleum and neon’s faint buzz. You’re no hero, no rogue, no mage. You’re an unintended pilot, your wings patched from calloused hands, dog-eared receipts, and the ache of a life spent outrunning the curse of work—the drinking man’s shadow, always one shift too long.
The barstool beckons, its wood worn smooth by countless others who’ve landed here. You settle, and the world shifts. The jukebox in the corner, a prophet clad in cracked plastic, hums a song you’ve known for decades—I hear a jukebox, French fries, and beer—its chords threading through your thoughts like a map to something you can’t name. The fries sizzle in the back, their grease-spit a small oracle, each crisp bite a testament to the hours you’ve reclaimed. Your pint glass sweats, the lager inside catching the April light that slants through a smudged window, its amber glow a mirror for questions you haven’t dared to ask.
Look around. The TV above the bar flickers with warriors leaping through obstacle courses, their triumphs as fleeting as the neon’s pulse. A stranger laughs, their voice spilling like dice across the counter. The bartender wipes a glass, her rhythm a metronome for this underworld’s heartbeat. This is your ridge—not a mountain, but the bar’s warped grain, the space between one song and the next. The curse of work looms outside—rent, rust, the punch-clock’s drone—but here, in this willed descent, you’re loosed. You hear things: the clink of bottles, the sigh of a door, the jukebox’s hymn weaving memory into myth.
You’re aloft, though you didn’t mean to fly. The dive’s air lifts you, sharp with grace, and for a moment you glide above the ordinary—parking lots, bus stops, the weight of a Tuesday’s toil. Your character’s inventory holds no sword, no coin, but it brims with fragments: the taste of salt, the beer’s cold bite, a lyric that’s followed you for thirty years. The world toils on, but down here, you ride thermals of chatter and chance.
The scene is yours, pilot. What do you do? Do you linger, tracing the jukebox’s song to a memory it unlocks? Do you speak to the stranger, their laugh a clue to some unspoken truth? Do you etch something into the bar’s grain—a name, a date, a word—to mark this flight? Or do you simply drink, letting the moment carry you until the night calls you back to the linoleum’s truth, leaving you with the afterimage of a view only you could see?
No roll is needed. This is your dive, your ascent. Choose, and the story unfolds.
Invocations
To be spoken softly, as if the dive bar itself is whispering to the player. Use these when the moment feels right, when the unintended pilot needs a nudge to glide or dive deeper into the story. No dice, no stats—just choices that hum like a jukebox in the dark.
- When a player is silent too long, lost in thought:
“The jukebox hums a track you didn’t pick, its chords curling like smoke around your thoughts. It’s a song you’ve known forever, or maybe it knows you. Do you let it play, chasing the memory it stirs, or do you drop a coin to choose your own hymn?” - When a player interacts with another patron:
“Their eyes hold stories no bard could write, only survive—etched by the curse of work, softened by nights like this. Their laugh could be a shield, a dagger, or just a moment’s truth spilling free. Do you ask their name, or offer a toast and see what tales they trade?” - When a player is unsure, hesitating to act:
“Your glass is half-empty, and the light outside turns violet, spring’s last breath fading. The door’s right there—you could walk back to the world of punch-clocks and unpaid bills. Or you could order one more round, linger in the dive’s descent. You don’t know what you’re waiting for, only that it hasn’t passed you by. What’s your call?” - When a player examines the bar’s details, seeking meaning:
“The counter’s grain is a map of spilled drinks and scratched initials, each mark a story that didn’t make it home. A fry sits forgotten on a plate, still warm, its grease a small defiance against the night’s end. The neon buzzes, whispering of ridges you could climb if you dared. Do you trace a mark with your finger, or add one of your own?” - When a player drinks deeply, savoring the moment:
“The beer is cold as a missed deadline, its foam catching the Lantern’s glow like a fleeting oracle. It tastes of earth, of hours stolen from the grind, of a spring day you swore you’d remember. The curse of work waits outside, but here, you’re aloft. Do you sip again, letting the dive’s air lift you, or share the glass with someone who might understand?” - When a player listens to the jukebox, caught by its spell:
“The jukebox sings of monkeys gone to heaven, and beneath the chords lies something older—a riff from a summer you half-recall. It’s not just music; it’s a thermal, ready to carry you above the linoleum’s truth. Do you lean closer, letting the song name your longing, or hum along and see who joins you?” - When a player looks at the TV, distracted by its flicker:
“The screen shows warriors leaping through obstacles, their victories as weightless as the neon’s hum. They run, but they don’t glide—not like you, unintended pilot, who dove into this bar’s soft chaos. The crowd cheers up there, but down here, the real story’s in the quiet. Do you turn away, or watch a moment longer for a clue hidden in their endless race?” - When a player prepares to leave, standing at the threshold:
“The door’s half-open, spring air slipping in with the scent of wet pavement and tomorrow’s toil. Your wings—patched from receipts and restless nights—still hum with the dive’s strange grace. You flew, even if no one saw. Do you step out, carrying the jukebox’s echo, or pause to etch one last memory into the Lantern’s lore?”
Optional: AI-Facilitated Solo Narrative Game
Format: Conversational (LLM-based), No Dice, No GM Needed
Tone: Quiet surrealism, working-class hauntology, jukebox mysticism
How It Works
You enter The Last Lantern by simply opening a chat with the AI.
You say:
“I step into The Last Lantern.”
The AI responds with the Scene Setting, drawn from your text:
“The door creaks shut behind you, sealing out the clamor of the city’s grind…”
(followed by ambient sensory cues, emotional tone, and thematic details)
From there, the player simply talks to the bar—describes what they do, notice, ask, or feel.
The AI selects from your GM Invocations to prompt action, dialogue, or introspection. Each one becomes a conversational fork:
- Linger too long? The jukebox offers a song.
- Gaze at the TV? It flickers meaninglessly—or precisely.
- Speak to a stranger? Their story could mirror your own.
There’s no win state, only reflection and drift. The Lantern gently ends the session when the player says:
“I think I’m ready to leave.”
To which the AI might reply:
“The door breathes open. Your wings hum softly. One last question: what will you carry back to the grind?”
What the AI Needs
To make this truly hum with resonance, the LLM should be:
- Prompted with your entire opening scene and the full set of Invocations as available tools.
- Optionally seeded with genre cues (e.g., “Use a tone similar to Raymond Carver + Maggie Nelson + Mike Oldfield album liner notes.”)
- Tuned to never railroad, only offer subtle pulls—like a drafty door left ajar.