Post-Mortem Procedural: Oliver Ho’s Latest Solo TTRPG Exploration
Investigate your own death in a new solo TTRPG from Critical Kit creator Oliver Ho, blending procedural investigation with existential levity and clever prompt-driven mechanics.

When Oliver Ho of Critical Kit announced his latest solo TTRPG focused on investigating your own demise, he wasn't just pitching a ghost story; he was challenging the fundamental loop of the solo journaling genre. In this upcoming project, the player occupies the precarious space between a life lived and a mystery unsolved, blending the whimsical energy of his previous work with a sharper, more introspective edge. It is a bold move for a designer known for the avian antics of his past hits, shifting the focus from the skies to the internal landscape of a soul in transition.
The mechanics of this system, which we will refer to as the Post-Mortem Investigation, rely on a structured prompt-based architecture that avoids the common pitfalls of the journaling subgenre. Rather than providing vague emotional cues, the game utilizes a specific procedural deck-crawl or dice-table system to simulate the gathering of evidence. You aren't just writing a diary; you are building a case file for your own existence. The crunch comes from the tension between your limited spectral energy and the fading traces of your physical life. Every clue you uncover about how you died might cost you a piece of who you were, creating a mechanical resource management system that reflects the thematic weight of the narrative. It is a tight, efficient loop that rewards players who enjoy the prompt-driven storytelling of Be Like a Crow while demanding more tactical consideration regarding which memories to preserve and which to burn for progress.
Lore-wise, the game avoids the grimdark tropes often associated with death-centric RPGs. Instead, it leans into 'levity,' a design choice that serves as a vital palate cleanser. The setting is a liminal space that feels more like a noir detective’s office than a gothic purgatory. You are the protagonist of a cosmic whodunit where the victim is yourself. This allows for a unique perspective on world-building; the 'setting' is effectively the player character’s past life, reconstructed through the lens of a detached observer. It asks the player to look at mundane objects—a half-finished cup of coffee, a dog-eared paperback, a forgotten voicemail—as high-stakes artifacts. This inversion of the typical 'loot' mechanic turns every found item into a narrative pivot point, grounding the ethereal experience in the tangible reality of the modern world.
From a table feel perspective, this is a masterclass in solo design. Solo games often struggle with a sense of aimlessness, but by framing the experience as an investigation, Ho provides a clear objective and a sense of momentum. The 'detective' persona gives the player a mechanical shield, allowing them to engage with heavy themes of mortality without it becoming a purely somber affair. The levity mentioned in the preview isn't just flavor; it is a structural necessity that keeps the player engaged. It feels less like a therapy session and more like a high-concept procedural drama. For veterans of the 5th Edition or Pathfinder 2e who are used to externalized conflict, this internal investigation offers a refreshing change of pace that still maintains a sense of 'winning' or 'losing' based on the clarity of your final report.
Ultimately, this project proves that the solo TTRPG space is moving beyond simple creative writing exercises into more robust, mechanically sound territory. It respects the player's time by providing a clear framework while leaving enough room for the kind of emergent storytelling that makes this hobby great. Whether you are a fan of Ho’s previous work or a newcomer to the solo scene, this investigation into the self is a journey worth taking, even if you have to die first to get there.
Top Pick: Punk is Dead
Its aggressive aesthetic and rules-light approach provide a perfect mechanical counterpoint to the quiet reflection of solo journaling games.
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