Sometimes you just want to be a witch by yourself, writing and perhaps drawing along.
Being a witch in space was a lot more interesting than I expected! I tend to stay away from science fiction (especially hard scifi) but Familiar Unfamiliar wedded witchcraft to generational spaceships seamlessly, and for once I felt very natural playing in a scifi space.
I used the Way of (Tarot) Cards but at some point I want to play again with the throwing stones version instead, though using the Way of Cards can let you draw more from your own familiarity with the cards if you want.
I found the mechanism of 25 casts/cards divided any way you see fit among the 7 parts of the game freeing after I got used to it. Some folks may get hung up on a specific cast result, but it's much easier to think of each phase as a different freeform tarot-style reading rather than indicating specific questions or elements in the game text.
Review: I really love this game as a journaling experience with a bit more structure that builds in the concept of a year passing (similar to Cozy Town). The prompts are highly flexible, and every season is as brief or as long as you want it to be. You can move where your steading is as well to environments with great variation (I'm glad I chose to be a desert witch for my first run). The game captures very well the feeling of, say, being a new witch on Discworld for an afternoon.
Materials needed: one d6 (optional), one pack of cards, one journal.
Length: very flexible, from maybe an hour to a pleasant afternoon.
Review: One of the coziest games I've ever played, offering prompts that hit the sweet spot of being inspirational enough without restrictions, allowing you to create small stories for each day in the game. Some prompts especially are adorable. Relaxing and pleasant.
Materials needed: one d6, one deck of cards, one journal.
Length: flexible, from under an hour to a pleasant afternoon.
Review: I'm really enjoying this game! It's an excellent solo rpg campaign experience, with so many things and events to find and write about. I like that drawing is part of the game, because I've found that drawing the plants from simple prompts using my imagination is relaxing. I love that there's so much room for the player to come up with making their own spells and rituals to assist with daily outings and nightly dreaming, which makes the game truly feel like a fuller rpg experience than most journaling games.
As a long term journal by day experience, it provides enough variety and inspirational prompts to make going without an external inspiration aid (story cubes, gm apprentice cards, etc) entirely possible—impressively just with a single d6! Very worth just about any future price! I consider this one of the Mass Effects of solo rp journaling games.
Materials needed: one d6, one journal (likely dedicated)
Length: best played as a campaign for perhaps an hour a day, the length of either a campaign or a session is very flexible.
Review: Enjoyed this little game quite a lot. It's light in theme weight and mechanics, with whimsical fantasy elements. Nice also for ingredient drawing prompts even solo, as well as for practicing another language. Like a warm, comforting blanket.
Materials needed: one deck of cards, one journal.
Length: flexible from half an hour to a pleasant afternoon.
Review: Pleasant, insightful, meditative experience. A delicious treat of witch roleplay that fits in neatly between campaigns, packing a lot of thematic storytelling in an hour or less. Good to use as a structure for inspiration aids (story cubes, etc), and for creating a character with a backstory for use in other games (like some on this list!).
Materials needed: two distinct d6's, one journal
Length: short, about an hour or less