The game master is an AI that writes the story. Everyone takes their turn when they have a minute, on the bus or before bed, so nobody has to find a free evening.
Fantasy · Rocketpunk · Superheroes · Pirates · Sengoku · Occult horror · Deathgame show
"You heard it too, then. Third night running."
Seven games
Tap one to read about it below.
Each game has its own rules, dice and art. Your account and your friends list work in all of them.
Play fantasy adventures under the 5e rules, with twelve classes that level up to twenty.
Light the lantern ›
Fly for the resistance against the megacorp that owns the solar system. Percentile dice, and no magic.
Take the contract ›
Play the new superheroes of a city that lost its greatest hero ten years ago.
Answer the call ›
Sail as pirates and roll handfuls of d6s. You can reroll your misses, but it costs you later.
Sign the Articles ›
Serve one of a hundred houses fighting over an empty throne. Roll d10s, keep the best, and stake your honor.
Raise your banner ›
Investigate the occult in a 1926 port city. You roll two d12s, and your dread goes up and never comes down.
Open the register ›
The world ended an hour ago and the only door left leads down. Find the stairs on each floor before it collapses. It's all on TV, but you have bigger problems.
Go live ›Fantasy
Fantasy adventure under fifth-edition rules: twelve classes that level up to twenty, with subclasses, feats, spells, magic items and a bestiary. A rules engine applies all of it, and nobody can fudge a roll.
Rocketpunk
It is 2495. A megacorp owns everything from Mercury to the asteroid belt, and your crew flies its own ship for the resistance. You roll percentile dice, pick one of six careers, and can play a splice, a human built with animal genes. Nobody has magic or faster-than-light ships, and there are no aliens.
"Burn window is four minutes. Strap in, or stay bought."
Superheroes
Aurelia has had superheroes for ninety years. Its greatest, Everbright, died ten years ago, and the official team has been short-handed ever since. You play the new heroes. There are twelve archetypes, the dice land in color bands, and even the hot-dog vendor has a name.
"Cape's crooked, kid. And the bus is still on the bridge. Go — I'll hold your change."






Pirates
Golden-age piracy on the Halter Sea, where most pirates end up hanged. You roll handfuls of d6s, pick one of six berths and keep the ship in one piece, because it takes damage like a crew member. If you push your luck, your bad rolls build a Toll that the game master spends on storms, setbacks and old enemies.
"The wind's free, love. Everything else in this port is invoiced."
Sengoku
A hundred noble houses at war over one empty throne, in a world modeled on Sengoku Japan. You roll handfuls of d10s and keep the best, follow one of six paths and fight duels in three formal steps. The game keeps track of your honor. Each table decides how real its ghosts are: grief, folklore, or real and dangerous.
"Sit. Every war this province ever had was played out on this board. I watched most of them."
Occult horror
Gravenhithe, 1926: a port city with a second, secret ledger of what it owes to something in the dark. Every roll is two d12s. The pale lamp is your action, and your skill adds to it. The black gulf is how closely the dark is paying attention, and nothing you do changes it. Your dread rises as you learn the truth, and the strongest tools cost calm you never get back.
"The register is never wrong, madam. That is precisely what troubles me."
Deathgame show
The world ended an hour ago, and the only door left leads down into a dungeon that is also a TV show. On each floor you find the stairs before the floor collapses, keep each other alive and open your loot in the safe room. The whole galaxy is watching, but you have bigger problems.
"Crawlers! This floor closes in nine moves. Die somewhere well lit."
How it plays
The game master writes a short scene, called a beat. Each player answers with what their character does, whenever they get a chance, and a sentence is enough. The server rolls the dice when you act and the rules engine applies the result. If someone doesn't answer in time, the story goes on without them.
The AI game master writes the scenes, gives the villains faces and plants secrets that pay off chapters later. Your choices change where the story goes.
Each game has its own character sheets and dice: d20s in the fantasy game, percentile dice in space and in the superhero city, and so on. Every roll is made on the server with the math shown, so nobody can fudge it.
Send a friend the link. They can sit down and watch without making an account, and take a seat and make a character whenever they like.

The stair ends in standing water, and the dark beyond it does not behave like dark. d20 · 19 vs 15
Behind the screen
Joining a friend's table
Type the table code from your invite. You can sit and watch before you make a character.
"The game master tells the story. It cannot change your dice, your rolls or your character sheet."
That is the rule at every Tavern Break table. The stories are written by an AI, and you can report any page of one.Start a table and send your friends the link.