If you saw my previous post, you know I’ve been playing the solo RPG “Thousand Year Old Vampire” recently. I enjoy the game, but like so many TTRPGs, the source book is heavy on rules and light on examples. With a few rounds completed, I thought I’d offer some tips for new players, to make the game more fun and easier to run.
One Easy Trick They Don’t Want You to Know
The included “character sheet” consists of two paperback-sized pages with six headings (memories, diary, skills, resources, characters, and marks). If you abuse the book’s spine, you can probably scan this onto a single sheet of standard paper, but anyone who has played the game will know that you’ll need the world’s tiniest handwriting to fit everything on that single page. And even if you do, you’ll be carefully erasing half of it as you play.
I’ve tried playing by writing everything in pencil on 4-6 sheets of paper. It’s manageable, but not great, especially for your first run. Luckily, we have the perfect technology to improve this situation: sticky notes. They come in a rainbow of colors, and they’re the perfect size for a one-sentence blurb, which is the format of just about everything in TYOV.

I really enjoy the tactile aspect of pen on paper, so I’ve been using color-coded Post-It notes that I can stick on 3-4 standard-sized sheets of heavy tagboard. You could also use a larger sheet of paper or poster board, or just array the notes across a table, but it’s nice to have something you can pick up and put away if you have to pack up an incomplete session.
The game doesn’t specifically tell you to, but I also like to track the age of my vampire (whether they know their own age or not), the current year, and all the prompts I’ve hit in the current game. This makes it much easier to pick up a game from a previous session.
Virtual vs. Physical
In our post-pandemic world, many of us are now used to playing our tabletop games on virtual tabletops. Since TYOV involves a significant amount of adding, deleting, and copy/pasting; tracking everything on a laptop can make all that easier.
However, the typical TTRPG virtual tabletops cater (by necessity) to Dungeons and Dragons, Pathfinder, and a lot of similar games. TYOV has only a little bit of die rolling, and none of the minifigures, maps and crunchy bits that these platforms put a lot of effort into. So virtual tabletops strike me as ineffective overkill. All TYOV really wants is a big whiteboard and some sticky notes.
As luck would have it, I know from my day job that a lot of professional project management and software development jobs happen to have similar requirements. Trello, Miro, and the dozens of similar apps are perfect for TYOV, and while they may be catering to big business, they all generally have free tiers that are more than adequate here.
Min/Maxing?
It’s clear from the very light-touch mechanics that TYOV is a story-centric game. However, there are still mechanics in the form of skills and resources. These are the currency that keeps the game going.
Before beginning a game, it’s worth thinking about what your goal is. If you want to let the story develop however it may, then there’s no need to worry too much about your resources. After my first vampire met a relatively early demise by running out of skills and resources, I decided I wanted to see a game all the way through to the “end”—reaching one of the last nine prompts. In that case, you’ll want to play with an eye toward the mechanics, and staying alive.
Many prompts offer choices. Characters and memories are ephemeral. Marks can impact the story. But none of them matter toward your vampire’s continued survival compared to skills and resources. So long as you pick options that maximize those, and you don’t roll too terribly, you’re likely to reach the final prompts.
Memory Miscellany
The TYOV rules as written place a hard cap on the length of an experience: one sentence. If you stick to this, you’ll quickly find yourself writing convoluted run-on sentences full of commas, colons, semicolons, em-dashes and parentheticals. Even the few examples in the book do it.
I appreciate the purpose of the rule: to keep the game tight and quick. But sometimes it’s just faster and more fun to write a couple of sentences, rather than heaping abuse on the English language. As far as I’m concerned, a short paragraph of two or three sentences is just fine, and if you use sticky notes, each experience will still have a natural built-in size limit.
When it comes to memories—the headings that experiences must be filed under—it pays to pick something that will be easy to fill with a full roster of three memories. To this end, I find that single-word concepts work well, especially emotions and vampire-related things.
Love, hate, hope, fear, loneliness, determination.
Blood, feeding, pain, death.
Many new experiences will be able to fit under several of these memories, which means you can pick and choose to better max out your fifteen possible slots for experiences.
Alternately, if you want a highly forgetful vampire, you can try the opposite: very specific memory headings will make it harder to slot in experiences. This will force your vampire to offload to diaries and forget things sooner. This may be fun if you want to play with a monster who has forgotten his own origin, or increase the likelihood of repeatedly running across a nemesis or lover that your vampire has forgotten.

