Truth Tables: How to Uncover Secrets Without a GM
Mechanics for Mystery, Misdirection, and Meaning in Solo Play
"She wasn’t lying. She just hadn’t told the truth—yet." ~ unknown
Welcome back everyone, I hope you had an amazing week! For me it’s Monday, the day after last weeks post. I’m already excited to start exploring some new ideas that arrived via Witchcraft.
Seriously.
I began reviewing some notes, and one caught my attention—a scribble about Forest Witches as a playable character. This concept resonates with my self-perception. My journey has been shaped by traditional Native medicine practices, which ultimately sparked my interest in Ethnobotany. So I sat and thought about finally exploring that; but it’s a part of the game I’m making, that I keep mentioning every so often.
Out of the corner of my vision, I kept seeing a note about ‘Truth Tables’ and curiosity killed the cat.
“Truth Tables” are rollable structures that withhold, evolve, or distort information, only revealing the full truth over time or under specific conditions. Think of it like narrative archaeology—uncovering a story layer by layer.
And… as of this moment they only exist in theory. Unless of course someone already made them. I’m still quite new to this hobby, so feel free to point them out to me if I’m reinventing something. But by the time you read this, they should be fully fleshed out and usable. Unless it doesn’t work out, in which case, you’ll never know, and this paragraph will only exist in the parallel reality where it did work out.
Imagine that? Imagine all the things that never happened because you chose the path that brought you here, to this moment, instead of that one, over there (*pointing*) a few feet to your right.
The Slow Unfolding of Truth
That’s where Truth Tables come into play. Or rather, how they attempt to mimic the physical experience; things are revealed over time, and or when certain conditions exist. However, what we don’t always recognize is how flexible everything is. Even the truth itself can be quite flexible and dynamic. What is true really depends on personal experience, personal beliefs religious or otherwise, spiritual and mental understanding and acuity, and a slew of other important, but far from needed aspects to make my point.
No doubt we can see that when considering the perplexity of views and truths available for us to choose in the world today, one can clearly see that some people’s truths are quite different than your own.
Our stories, in life and when roleplaying arrive in pieces. The truth often arrives in pieces as well. I’d like to find a way to emulate that experience on the table, perhaps it will help us get a better understanding of the this thing we call ‘truth’.
GM-led games can time these moments, make them feel organic and surprising—how can solo games do the same? By finding ways to hide things, even from ourselves.
Of course you know… you do this already. Hide things from yourself. Crap you know you really need to take a look at; but you hide it, or hide from it, and forget about it until a trigger occurs…
What if your character believed something untrue—until they didn’t?
A student of Wittgenstein, Elizabeth Anscombe initially defended the idea that some actions (like lying) could be contextually justified. Later, she became a staunch moral absolutist, arguing that certain acts (like intentionally killing innocents) were always wrong, regardless of consequences.
For storytelling, this creates depth: the more entrenched the initial belief, the more powerful the transformation. Think of a zealot who becomes a skeptic, a conqueror who renounces violence, or a scientist who abandons a lifelong theory. The key is making the shift earned—through struggle, evidence, or emotional rupture.
The Problem: Solo Truth is Too Clean
In many solo systems, information is binary—yes/no, event occurs or doesn't. Don’t get me wrong, there are some really great solitaire mechanics that exist and not all of them fall into this category. But many do—a personal truth that exists because of my personal, and likely limited experience.
But in reality, truth is layered, shifting, and sometimes incorrect, until later, when it’s suddenly fitting like a glove. And that’s the beauty of, and depending on your perspective, the down fall of truth. It’s can be flexible and dynamic, or still and unyielding, but no matter what form it takes, it’s personal and not necessarily universal.
While our truth feels righteous and correct to us, it’s clear that we don’t all share the same ideas about what ‘truth’ is. That’s because we look out threw a limited version of the truth. Which is very much like applying weight, or using a curve when rolling dice.
Truth Array Mechanics
This system is designed to work across NPCs, locations, memories, prophecies, relationships, or even a player’s own evolving identity. It assumes truth is fragmented and revealed over time via six defined narrative stages. Each stage plays a distinct role in the unfolding of a mystery or revelation.
Each table will be structured like this:
Each generated Truth Array should have:
By ‘haunting end’ I don’t necessarily mean and actual end, but it could be. It could also be the end of a chapter, but not the end of the book.
Truth Table System: What Are Truth Tables?
Truth Tables are narrative tools designed for solo RPGs and narrative play. They simulate how truths in life and fiction are revealed over time, influenced by emotion, perception, memory, and surprise. Rather than providing static answers, they unfold story layer by layer, creating twists, contradictions, meaning, and haunting echoes.
You can generate a complete truth arc by:
Rolling for each of the six stages (Perception → Echo)
Applying any modifiers to adjust narrative weight
Interpreting and journaling what each stage reveals
Optionally delaying certain stages using:
Bloom Clocks (reveal stages only when clock is full)
Threshold mechanics (reveal a stage only when certain stats or moments are reached)
Random triggers (card draw, emotion die, etc.)
Note that sometimes, you might want to roll on the stages out of order, or simply just one one or two, to say, check on an assumption you have about that statue you passed up. Keep things flexible and use them as you see fit. Nothing is written in stone, and even then, stone erodes.
We'll explore some examples of delays later. For now, think of delays as events that occur in between rolls. Such as completing quests, searching, gathering information, and so on. But first, let's take a look at the truth tables themselves.
The Six Stages of Truth
Each truth is structured as a six-part array:
Core Mechanics Structure
Modifiers
Each narrative stage can have a modification (weight) value applied to it, based on the surrounding circumstances, expected results, or what have you. Below I've provided some examples of how that might work. Feel free to use it as is, or use it as a template to build your own. For example, if you're not quite ready for some life changing events, feel free to subtract -1 or -2 from the list until it feels right. Then you can add a value of your own choosing to either gentle push or even force a certain situations with higher values.
Best practice is to allow for an element of surprise, but at the same time, work the numbers so that you are able to keep an engaging amount of dopamine flowing. A good twist or two often does a good job of that.
Expected Results: Surprise Table
If the player expects a certain result, roll 1d3 to determine narrative surprise. Use the proper Truth Table below, only pick your expected result. Then roll a d3 to see if you were correct.
Weight Aware - Truth Tables
1. PERCEPTION
First impressions, gut feelings, liminal signals.
2. ASSUMPTION
Your character’s first leap or logical guess.
3. REVELATION
The truth peeks through—sudden clarity, inversion, or shock.
4. TWIST
Contradiction, betrayal, recursion, or ironic transformation.
5. MEANING
The philosophical or emotional resonance—the “why” of the truth.
6. ECHO
A lingering resonance, recursion, prophecy, or future consequence.
Bell Curve Secrets (Dynamic Truth Rolling)
A 2d6-based truth-generation mechanic where results follow a natural probability curve:
Most likely = 6–8 (Mundane truths)
Least likely = 2–3 (Catastrophic) or 11–12 (Transformative)
Built for exploration, discovery, and consequences
Use Case
Truths can be triggered by delving deeper, returning to old places, confronting mysteries. For example, revisiting a previous location after hitting a dead end. You suspect that you’ve been lied too, sent on a wild chase to distract you.
In addition, this mechanic works great for exploring ruins, forbidden temples, NPC pasts, memories, vaults, etc.
Bell Curve Table: Tiered Outcomes
What I like to do on the fallowing table is consider how my current situation corresponds to the ‘energy’ of the result. Mundane can be taken to mean, the situation is nothing special, standard issue. Transformative and Catastrophic I don’t think I need to explain too much. Clearly the energy can be destructive in either case, one for the better, right off, the other possibly just as good for you, but less likely to be seen that way for a time.
In either case, I like to think of challenges, in all degrees, from Catastrophic to Transformative as an opportunity to grow stronger and more resilient. It’s a simple act of defiance and it’s quite effective against the ever changing backdrop of the human experience. The reward is flexibility, which is inches away from pure freedom.
Dynamic Adjustment Table
This is where the mechanic evolves based on story behavior. Shifting results downward reflects taint, consequence, entropy. Shifting upward reflects growth, clarity, or purification.
Shift Down (Decay)
Below are two complete reference tables—one for shifting the Bell Curve downward (corruption, decay, negative consequences), and one for shifting it upward (healing, redemption, insight). These can be printed, plugged into generators, or adapted freely.
When dark actions or missteps taint the environment, future truth rolls tend toward catastrophe. When positive actions are taken, the the world, or at least our perception of it shifts to reflect our new thinking and actions. This of course doesn’t make negative things invisible; it does make them more clear and easier to handle, however.
Shifting Down Table
Shifting Up Table
Sliding Scale Visual (Post-Adjustment)
After shifts, your adjusted curve might look like this:
After 2 desecration’s + 1 innocent harmed:
After ritual, offering, and (self) forgiveness:
Integration with Truth Tables
Once you determine the Tier via the adjusted 2d6 roll. Pick a truth fragment from that tier’s array or roll on a matching Truth Table stage (Revelation or Meaning). This turns your rolls into a living current of evolving story logic.
Threshold-Based Unlocks
Purpose
Truths don’t just appear — they wait until you’re ready (or broken) enough to perceive them.
This mechanic locks certain Truth Fragments behind character stats, emotional states, or narrative events. You only roll or access these fragments when a threshold has been crossed. What that threshold is… well it’s quite dependent on the situation. Isn’t it? If I had to give some advice, I’d say that thresholds are quite obvious generally, but not always.
I tend to think of thresholds as having high emotional energy. A shift in direction, even if it’s quite gentle could also be a threshold, however, and have very little emotional effect until later. So think we should attempt to define what a threshold could be, so when we cross it, we notice the shift in energy, even if it’s the breeze shifting from north to northeast.
A threshold, as defined by the mechanics presented here, is a boundary moment—a point where something changes enough to unlock new truths. It’s not just a static number or condition; it’s a dynamic shift in the narrative, emotional state, or character capability that opens (or closes) access to deeper truths.
Key Aspects of a Threshold:
A Moment of Transition. It’s the instant when something tips—emotionally, statistically, or narratively. For example a character’s fear reaches a breaking point, unlocking a hidden memory, or previously unknown strength.
Thresholds are Not Always Obvious, But Always Meaningful. Some thresholds are dramatic (a betrayal, a near-death experience) whole others are subtle (a quiet realization, a shift in the wind).
Some thresholds are Energy-Based, not just mechanical, meaning that even if the trigger is a stat (Courage ≥ 5), the feeling of crossing it should matter. Let’s say a character’s "Hope" stat hitting zero might unlock a bleak Truth Fragment, but the emotional weight of despair is what makes it resonate.
Combining Context-Dependent threshold’s in one situation (trusting someone for the first time) may not work the same in another. A detective’s "Suspicion" threshold might unlock different truths depending on who they distrust.
How to Recognize a Threshold in Play
When something has changed. A shift in tone, a character’s decision, an irreversible event that feels significant. Even if the character, or you don’t yet know why. "We couldn’t have accessed this before." situations where the game’s world or the character’s state now allows it access to something new.
"A threshold isn’t just the storm—it’s the moment the breeze changes direction. The players might not notice it immediately, but the air smells different now. Later, they’ll realize that was when everything began to turn."
Practical Advice for Designing Thresholds:
Use Mixed Triggers: Combine stats ("Resolve ≥ 7") with narrative cues ("after witnessing a death").
Let Some Be Subtle: Not every threshold needs fireworks—sometimes the quiet ones hit hardest.
Make Crossing Them Feel Rewarding: Even a dark Truth Fragment should matter in the story.
This mirrors reality don’t you think? We don’t understand betrayal until it happens, we don’t see cosmic horror until we break. We don’t receive deep trust until we’ve earned it.
Core Mechanic: Threshold Gate
Each Truth Fragment (or even an entire Truth Table Stage) becomes locked behind a condition. This mechanism adds internal character-state gates to the unfolding of truths, making truths earned, discovered, or triggered through inner transformation (Madness, Trust, Guilt, etc.).
[Variable] ≥ [Threshold] → Unlock associated Truth
Variable: A character trait, narrative tag, or emotional state (Madness, Guilt, Trust, Resolve) Threshold: A numerical or qualitative requirement (Madness ≥ 6) And finally, Truth Options: Either a table array, a stage from the main Truth Table, or a specific event fragment.
Below are some example thresholds for your consideration:
As you can see, if you’re ‘Madness’ raises above a given value, you’ve crossed a threshold and have triggered a reaction from the environment, or if you’re Resolve becomes high enough, you are resistant to the environmental changes.
Types of Truths You Can Unlock:
Entire Truth Table Stages
Twist stage becomes available when Madness ≥ 6
Until then, all Twist rolls return “–” or null (or false assumption)
Additional Rows in Bell Curve Table
Transformative Tier remains locked until Resolve ≥ 5
Or Catastrophic Tier is suppressed until Fear ≥ 3
Additive or Replacing Truth Fragments
A new Truth Fragment is added to the stage’s table when threshold is met, Revelation(6) = “You are the harbinger” only if Madness ≥ 7
Design Template: Truth Unlock Table
You can prep tables like this per NPC, Ruin, or Story Thread:
Example Unlock Table: "The Forgotten Temple”
Here I use a table for presentation, but you can keep it simple by writing down a list on a piece of paper, or making a note on your laptop. No reason to over-complicate the process.
Thresholds can be decided upon in the moment, right in the middle of a adventure, and can be setup for later triggering.
For example, let’s say you meet a frail old man on a trail leading to a temple and dialog ensues. Through this dialog you come to learn that he is in fact quite young. Something has aged him, he’s gone a bit mad and he tells you that the temple is to blame.
He went back there after having nightmares about wondering through a maze that he believes sits beneath it; he went back to beg for forgiveness from whatever ancient spirit he might have offended trying to find the place and now he’s starting to see things and hear voices, as if he’s being followed around by some rather nasty spirits.
This type of moment is perfect for creating a future threshold. Right here we can assign a stat to our mental acuity. Madness obviously works, but Willpower also fits the in this spot. Here, we can jot down on our ‘threshold’ list that when our madness reaches a certain level, or we’ve failed a saving throw, we’ve crossed this threshold and something should happen. We can figure that out in the moment, jot down some notes right now or come up with a full blown experience that will play itself out when the time arrives.
You are welcome to create as many or as little as you like; just be wary that creating too many can turn a playthrough sour quite quickly. Keep a good balance and save all those ‘great ideas’ for future adventures. No reason to dump everything in at once. Anticipation keeps things fresh and exciting.
Truth Bloom Clocks
“The truth is patient. It grows.”
Because this is getting really long, I’m just going to cover Bloom Clocks briefly, and then get more into them in a Part 2 that I will put out in a day or two. For now, let’s take a quick look at Truth Bloom Clocks, which are countdown mechanisms that “unlock” deeper truths only after enough context, tension, or clues have accumulated. Until the clock is full, the truth is hidden, partial, or misleading.
When full, the truth blooms — often explosively, unexpectedly, or with devastating clarity.
This is the slow-burn truth mechanic. Ideal for NPC betrayals, ancient secrets, political plots, internal realizations and it allows players to feel the slow build of unease or suspicion before the revelation.
They are rather simple and consist of the follow parts:
A name or theme
A set number of ticks (d4, d6, or d8 segments usually)
A trigger condition for each tick (rolls, scenes, clues, emotional events)
A payload truth that is revealed once the clock is full
Below is a Sample Clock format just to give you any idea of what’s coming next.
"NPC: Arielle the Quiet" - Bloom Clock (6-segment)
Each time one of these is triggered: add 1 tick to the appropriate Bloom Clock. Once full the truth explodes or reveals itself — possibly replacing part of a Truth Table result.
Example in Play: Bloom Clock in Action
Scene: You meet a friendly wanderer named Eda. She's helpful. Curious. Always watching. You decide to start a 4-tick Bloom Clock called “Eda's Intentions.”
Tick 1: She says “We’ve met before, haven’t we?” but you’ve never seen her.
Tick 2: You find your name in her sketchbook, dated last year.
Tick 3: She vanishes when danger appears. Again.
Tick 4: You trigger a final scene: she stands over you, dagger in hand.
Clock full — Roll d6 on the Truth Twist table: Result: “You helped cause the problem.”
Eda was once a friend. You left her behind. This is her reckoning.
And that’s it for now. Expect Part Two, which dives into Bloom Clocks, a 20×10 Narrative Trigger Matrix Table that you can use to create your own narrative and more. This was a long one already and really should cut off here. See you all in a few days, appreciate you being here. Please take care of one another, we’re all we’ve got.