Sol Tabletop RPG – Review
Introduction
Sol is an Australian RPG written by Phil Day that was successfully funded on Kickstarter. It blurs the line between fantasy and science fiction and it took me on a rollercoaster of highs and lows. The lows came early as I struggled to wrap my head around this bizarre game, but the highs are what I remember most.
First Impressions
In my initial reading of the unusually shaped Sol manual, I was utterly bewildered (check out the official Youtube video showing the manual design). It was one of ‘those games’, by which I mean the sort that felt the need to be special and come up with its own word for everything both in and out of the game world. Players are referred to as ‘Protagonists’ and the Game Master as ‘Adjudicator’, which are both perfectly reasonable. Things only got more bizarre once I reached the section on character types.
This is a world where fighters are referred to as ‘Deems’, swords are ‘Assays’, souls are ‘Moreses’, spells are ‘Cantations’, minor spells are called ‘Dites’, wizards are called ‘Galdrs’, and so on. I have to say, my initial reaction to this was not good. Why replace every word in the English language with a new one if perfectly adequate words already exist? But I struggled through my frustration, hoping that patience would be rewarded, and for the most part I think it was. My opinions changed a little once I had time to digest the manual, and even more once I played the game.
The Game World
Before continuing I want to give an overview of the world of Sol. The most important thing to understand about Sol is that the world is the star of the show. It is a world which has had meticulous care put into it and has its own societies and ecosystems, and even the seasons and planetary cycles are mapped out.
The game of Sol takes place on a world called ‘Sistere’ which is tidally locked to its sun, Zon. The region of the world the game plays in is the city of Sol which is located in a narrow band between night and day, which experiences night and day as seasons rather than 24 hour cycles.
The city of Sol is the centre of the game, it is the most civilized and technologically advanced place on Sistere, and its people live in a collectivist utopia/dystopia. Solians revere bees as the perfect society, so as you can imagine every Solian is expected to perform their duties for the good of Sol rather than the good of the individual. Depending on your viewpoint this could be seen as paradise or tyranny, and I think that is exactly the point the author was trying to make.
The Playtest
In order to playtest the game I ran four players through the provided adventure module “The Honeycomb Caverns”. The players each took on the role of a member of a ‘Palm’, a team of four talented people who solve problems for the government of Sol. I found this strict number of four players a little tricky to manage at first, but ultimately it wasn’t a problem.
The quest was simple; a carrier pigeon had reported that a ‘Sister’ (Priestess) was missing in action and that the players were to go and retrieve her. So they went off to the honeycomb caverns, a series of caves where Solian scientists had set up a research facility to study the things that wash up in the caves after their seasonal floods.
I am loathe to spoil the story, but naturally the players descended into the caves and fought underground beasts, and ultimately discovered a conspiracy which made them question the very nature of Solian society. It was clear to me that the goal of the adventure was to have antagonists whom the players could sympathise with and even agree with, and that goal was successful in that my group really had to debate what the right thing to do was towards the end. Ultimately they decided to follow the will of the ‘Epistemologists’ (Government of Sol) but it was not a quick or easy decision.
Positives
Despite rocky beginnings I really came to like Sol, and I think it has a lot of positives.
Sol is rules-light and is very easy to learn and play. It uses simple d6 dice rolls and has charts explaining the probability of each roll, which I think is a nice little feature.
The Lore seemed dense at first, and I still think it is. However it got easier to understand the more I read, and by the end I felt there was almost no confusion remaining. So the world might be a bit odd, but it’s not beyond the reach of a patient player.
Sol captured the interest and attention of my players who were interested just as much in the world and its intricacies as they were in hack n’ slash. It even provoked some minor philosophical debate in the final scene of the adventure.
Finally, Sol has a unique aesthetic that is very hard to describe except by comparing it to similarly unique works. It reminds me of the work Michael Kirkbride wrote for the game Morrowind (such as “The Thirty-Six Lessons of Vivec”) or the webcomic “Kill Six Billion Demons”. It is bizarre yet believable, primitive yet advanced, scientific yet spiritual. It’s a lot to wrap your head around, but for some it might be exactly what they are looking for.
Negatives
Despite eventually coming to really like Sol, it has some flaws which I could not ignore.
Firstly, the writing. Even though I eventually got my head around it I still think the writing was unnecessarily dense. I struggle to see any justification that replacing the word soul with the word ‘Morese’ improves the world, or why it matters that infant ‘Deems’ are referred to as ‘Pyotrs’. It might be interestingly written, but it is badly over-written.
Players felt constrained by their roles. Because each character type is a specific sort of individual in Solian society, their skills, equipment and sex are all chosen for them. Players are encouraged to come up with their own personality or backstory, but none of the players really felt that their characters were truly their own. This might be less of a problem in games where the players control members of a non-Solian race, or Solians who have rebelled against the laws of their people. In that case most of the strict character rules would no longer apply.
One final issue is balance. Some characters found themselves significantly more or less useful than others. The single most useful character in our playtest? The ‘Master Ballistic. The single least useful? The Deem. The Master Ballistic has the remarkable power of owning a gun, and the Deem has the remarkable power of owning a sword, and we all know that saying about bringing a knife to a gunfight. Almost every combat encounter was solved with bullets and black powder, and the swordsman sat in the corner like a neglected child. Maybe that was just our group and party balance is fine in other sessions, but I suspect that giving one character more damage and more range is pretty blatantly unbalanced, and the two players noticed it.
Thoughts and Conclusion
Sol is a game which aims for the stars, and I have to say I really don’t think it hits that mark. Despite that, I really enjoyed it, and found myself developing a soft spot for it. I admire the care that went into it and the ambition, but just can’t ignore its flaws either. I like the world and I enjoyed the game, but as I played part of me did think “I’m pretty sure I would get the same enjoyment for less effort playing a simpler game”.
Ultimately? Sol is a creative and ambitious game and I found it charming. But I think its writing holds it back from being a product that could find a large audience, and only those looking for something very unique or strange are likely to enjoy it. If we think of RPGs as like food, then Sol is like a brick of pure nutrients. It’s got everything you need, but it is not easy to chew.
~Ewan
You can check out more information regarding Sol on their website, which also includes a fan made wiki.
For something a little more hands-on, the team will be running a public game on International Game Day (November 31st) at the Grafton Library 126-144 Pound Street, Grafton NSW.

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Ewan — I think your review is pretty fair and balanced. As a Kickstarter backer for Sol RPG, I got what I expected: a simple, effective task resolution system and a lot of intriguing worldbuilding.
The manner in which language is used in Sol RPG is a fair criticism, but one that swings in both directions. I felt respected and trusted to flow with the language (much like the street patois in “A Clockwork Orange”) but a more readily accessible glossary would be of use. Perhaps another fold-out at the front of the booklet could keep a list of terms handy, making Sol RPG more friendly to a broader range of players.
I’m old-fashioned enough to appreciate an interesting and innovative book design, even if I’m the only one left on the planet who reads anything on paper. There are also some clever notes, tips and suggestions — I will be using the chess board
It’s fair to say that players feel “railroaded” into the specified roles of player characters — it is certainly idiosyncratic, and goes against the recent trend towards homogenising RPGs — however the door is left open to further elaboration on a surprisingly diverse set of gender, species and class roles. The eunuch Epistemologists are a third “gender”, and when the various hominid and humanoid species are included, there is a vast array of possibilities. I look forward to future releases that deepen our knowledge of Sol society.
As for “bringing a knife to a gunfight” — my favourite Sean Connery quote of all time — I read the relationship between Deem swordsman and Master Ballistic rifleman/grenadier as being based on the inherent unreliability of the low-technology black powder weapons, borne out by history: first, they are vulnerable to environment (humidity, water, flame, sparks); second, they are by no means guaranteed to work; and third, in the Sol RPG such weapons are liable to explode if a cantation is performed too near.
There may be a game mechanics issue with the very low probability of a fumble (roll 18 on 3d6 = 1/216 or less than half of 1% chance) which could be modified (for the Master Ballistic) to all 3 dice matching — 6 times more likely, therefore around 1/36 or 3% chance)?
Perhaps the tiny 1/216 might still be retained as a catastrophic mishap (weapon explodes?), while 2 out of 3 matching numbers might be a fumbled reload or a misfire, requiring a wait for another turn before reattempting firing?
Increases in the chance of negative outcomes could highlight the reliability of old-school “assay” (katana/sword), versus the new-fangled, unreliable black powder weapons. Surely the Master Ballistic carries a bayonet for a reason!
I also picture combat as not being the main emphasis of Sol RPG anyway; more exploration, discovery and negotiating the secrets of Sistere’s social and physical world.
Finally, the Deem has access to the memories and wisdom of previous Deems and their mothers through their Assay (katana/sword handle) — that has to be worth something! This is again a possibility to be explored in future supplements and scenarios.
Finally, we must be operating on the same wavelength: I also thought of TES: Morrowind instantly, as having a very similar tone and flavour to Sol RPG! The other was Gene Wolfe’s *Book of the New Sun* for a similarly dystopian future that avoids the lazy trap of pseudo-medievalism that plagues so much modern fantasy.
Cheers
Michael Barry
Pretty fair review Ewan. I don’t necessarily agree with all your comments on the different names though. I think it is an important disconnect to hinder people playing Sol like DnD. A deem isn’t a rebadged Fighter and a sister isn’t a rebadged Cleric. There is nothing to stop a player playing a deem like a fighter/tank of course, but they will probably have missed the point. To me it underlines the fact that you are playing in a unique world, and you aren’t playing the old classes of most FRPGs.
I also am a kickstarter contributor. If I had not been in it, based on this review I would not have bought the game. I was attracted to the art, and the unique properties of the physical book. The background was interesting but the alien vocabulary for familiar concepts is annoying. When I took a look at the final pdf, I thought there was a problem in transmission. One word. Short. This isn’t brought up in the review above, but the book is very tiny with a small number of small pages. The culture is alien with a caste structure and clades that correspond to the “classes” and frankly I can’t really empathise with a caste structure. Its not that its alien, its that I don’t really care about any of the background. I put the book aside after I got it, but I think I will re-read it, and see if I like it better.
I wasn’t a Kickstarter backer but did enjoy a small reference to myself in the game (I’m a bad friend I know). Being very new to table-top RPGs the thing that I like about Sol is the simplicity in rules. I think it’s bit harsh to criticize Sol for being a brick of nutrients when other games in the genre (like DnD) have overwhelming amounts of rules and expansions and monster guidebooks and bla bla to take in. DnD is something that has always interested me, but I’ve always felt hesitant to confront the massive beast and try to understand it, let alone play it. Sol isn’t like that, you can pick up the book and easily read through the rules and be comfortable to jump into a game and see what happens.
Sol is a game where you don’t need to be an RPG virtuoso to have a great time. It can sit on your bookshelf, you can get some mates over, you can have some fun with it, you can put it back. It’s comfortable and concise for players of all levels of experience, at least relative to the other RPGs that I know a little bit about.
There is a lot of content in the world of Sol RPG, granted, but like all things I believe it’s what you do with that information that makes the game. If you want to trawl through the politics of the world when making your decisions then that’s your choice, personally I just want an understanding of what my character is, what it can do, and then work on creating a back-story for myself (within the realm of possibility for Sistere). I’d say that any constraint felt in the world of Sol is self-inflicted, truly I feel the opposite of constrained. For example, the simple nature of the incantations make them much more versatile than a rule-book full of very specific spells that is daunting to the new-comer and tedious to the veteran. If I want to levitate someone’s head off their body, I’m welcome to try pretty much straight away (albeit it without a great chance of success).
All-in-all I think you’ve given a good and balanced review as someone that has extensive experience with typical RPGs. Sol doesn’t necessarily fall into the mould of what RPG players have been given time and time again, which might give some feeling of disjointedness at first, but if you want something exactly the same as everything out there already then there’d be no need to create new games. I believe it stands on it’s own 2 feet as it’s own flavour of RPG and I’ll take a second serving please waiter, hold the 27 sided dice and 18 bestiaries, I won’t need them.
This a fair review, but I don’t think your criticism of the language and names of classes is warranted. Any rpg is an exercise in world building. The whole idea of this sort of gaming is to immerse one’s self into the other. Based on your criteria Star Wars shouldn’t have bothered with referring to their warrior class as Jedi….The author obviously went out of his way to provide a rich culture in the game and innovation should always be applauded, even if it niches the product.
A thoughtful and informed review, though I will add myself to the list of people who feel the language is an effective way of conveying SOL’s unique mood, rather than an impediment to engaging with it.
As with any new game, the trick is to read it, re-read it, learn the language and get busy using it. Our group readily picked the key terms up once we started playing, and with this any sense of unease quickly disappeared, leaving us to enjoy what is a succinctly organised, thoroughly entertaining and mechanically competent game.
Great review, balanced and considered. I must divulged that I’m a Kickstarter backer, a friend of the creator and currently writing an adventure for Sol. I understand your comments about the difficulty of getting your head around the terminology (I too struggled with this) and it is because of this I’ve come to the realisation that this is a good thing. We live in a post-Tolkienesque world reinforced by the D&D mythos and it is very hard to shake these preconceptions. It requires a bold move, like Sol, to swim against the tide and forge a new path otherwise we as gamers will forever be stuck in a limited fantasy universe.
It is excellent that your players had to debate what the right thing to do was (not just kill the monster and loot the body). It is these player interactions which make for a memorable gaming session and stretch our minds.
I like your comment of comparing Sol to food. Maybe you should have compared it to a Soylent Green made up of all the other role playing games out there. Taboo and shocking at first when you realise what you are eating, but if you try it you may like it.
At first I was a bit iffy regarding the characters and what I first conceived to be a lack of personal “background” story and individuality from the beginning. After playing I realised that this was a strength of the game. I built my character, as my fellow players did, as we progressed. My characterisation came from playing rather than a quick make up job like i’ve done in the past from DnD. The more we played this RPG the more the substance grew.
The game mechanics are refreshing and simple. No need to carry a pencil case full of dice.
As mentioned in the review, I loved the thought we needed to place in the game. It is not a hack and slash by any means. Loved the module and looking forward to more.
Really happy with SOL.
Full disclosure, I am the DM at the Games Laboratory Sol event, with Phil Day attending as guest.
I agree with parts of this review. The world IS the star of the show. At first, the bleak, dark, cold and cruel dystopia that is Sol does appear to be an unappealing world to roam in at first. If you want to have fun with your players, picking a straight magical Staziland sounds like anything but the prime choice. While it is possible to create a pseudo “Paranoia” experience by having NPCs and PCs incessantly accusing each other as “Child of Umbra”, Sol works much better as a source for drama.
The politics and social structure of Sol is repressive and viscerally unbearable. It is easy to imagine that most players would instinctively reject it when they are presented by it at face value and be drawn to conspire its downfall. Yet, just by adding a few relatable NPCs whose well-being is dependant on the existence of Sol, it immediately creates an interesting conundrum for the players.
The mechanics is simple, leaving a lot of room to improvise. But what is really important here is the design philosophy. Generated characters are usually quite weak, making tasks rather hard to accomplish. So, players have to reach for the “edge” provided by the hefty bonus they get by reducing the task’s challenge level. This is usually awarded through player’s narration or actions other than plainly “rolling to hit”. Thus it encourages more role-playing.
I am not saying that this game is perfect. For sure, it takes a lot of work to prepare and run. The material is more suitable for experienced game master and it takes awhile to memorize all the new names and terms we may already be familiar with in other games. In the end, I think playing the game as intended will net the most reward.