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Tavern Break

Tabletop RPGs with friends, and a game master who never cancels.

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

A pixel-art tavern at night
Aldric Vale · the innkeeper
"You heard it too, then. Third night running."

Seven games

Pick a game for each table you start

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.

Fantasy

THE LAST LANTERN

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.

  • Fights happen on a map. Battles play out on a grid with fog of war, so you only see as far as your torchlight reaches.
  • Rolls wait for you. If a roll lands while you're away, it waits under a wax seal. Break the seal to watch it.
  • Music, and notes just for you. The music changes with the scene. Now and then the game master sends a note only you can read: something heavy is dragging itself toward the east door.
A LAST LANTERN table on a phone: the scene, the passage, a rogue in the torchlight
Beat three on a phone: the scene, the story so far, and your move underneath.
Round two in the cellar. A ghoul stands in the torchlight; past it is a shape someone saw earlier and a room nobody has entered.
Six of the twelve classes.

Rocketpunk

RED CENTURY

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.

A wrecked convoy drifting in pixel-art vacuum
Capt. Kestrel · gunrunner of the Pact
"Burn window is four minutes. Strap in, or stay bought."
  • How to read a roll. The dice are percentile, written d%: you roll 1 to 100 and want to come in under your skill. "d% 34 vs Pilot 62, Hard 31 — miss" means you rolled 34 against a Pilot skill of 62, but hard conditions halved the target to 31. The server makes the roll and prints the math.
  • Six careers, eight splices. The careers are Rocketjock, Trooper, Scout, Wrench, Operator and Sawbones. You can play a baseline human or a splice, someone the megacorp engineered with animal genes to work in space, like a gill-lunged diver or a shark-jawed dockhand. Splices were made in labs, so there are still no aliens.
  • Wounds are slow to heal. You dodge and soak damage instead of having an armor class. Your VIGOR decides how long you can last while dying, and healing takes a medic, a kit and an hour.
  • Ship fights are fought from stations. Each crew member takes a post at the helm, the guns, the wrench-bay or the medbay. Damage hits the hull, engine, controls or life support, and a boarding action moves the fight onto a deck map.
A tactical station battle map with Compliance troopers
Round one against a Compliance snatch squad on a station deck map.
The RED CENTURY crew builder
The crew builder: origin, career and skills in five steps.
The six careers, human or spliced.

Superheroes

THE BRIGHT AGE

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.

Downtown Aurelia at golden hour, in pixel art
Sal · corner vendor, the Terraces
"Cape's crooked, kid. And the bus is still on the bridge. Go — I'll hold your change."
  • Rolls land in colors. You roll percentile dice and want to come in under your rating. How far under decides the color: white is a miss, green a hit, yellow a strong hit and red a spectacular one. Your strongest powers need a red.
  • Saving people counts. Catching a thrown bus scores the same as knocking out the villain. Heroes get knocked out too, and the city notices.
  • Each hero has a weakness and a nemesis. You build a hero in a few minutes: archetype, powers and a weakness that can take you down. You also write one sentence about your nemesis, and the game master turns it into a villain who keeps coming back.
  • Villains have plans. A mastermind's scheme moves forward while you play. As you rank up, you unlock stronger powers.
Paragon
Powerhouse
Speedster
Blaster
Martial
Marksman
Gadgeteer
Elemental
Mystic
Telepath
Shapeshifter
Stranger
d% 28 vs Might 62 — YELLOW: hit, Slam 3
Each roll lands in a color band. The band is the result, and it sets the color of the comic panel.
White · missGreen · hitYellow · strongRed · spectacular
Six of the twelve archetypes.

Pirates

THE GALLOWS TIDE

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.

A pixel-art gale over the Halter Sea
Mother Keel · harbormistress of Pardon
"The wind's free, love. Everything else in this port is invoiced."
  • Count the sixes. "Pool 6d6 trade [6,5,3,2,1,1] vs Blades need 1 — 2 hits, STRONG" is one roll. You roll a die for each point of stat and skill, and the hits you need are set before you roll. The server rolls and prints every die, and an audit checks the math.
  • Pushing costs you. You can reroll every die that missed, but each 1 you roll adds to the Toll. The game master spends the Toll on setbacks and bad weather, and everyone can see how high it is.
  • The ship gets hurt too. The hull, rigging, crew and hold all take damage. When two ships grapple, the fight moves from the guns to a boarding map.
  • Sign the Articles. Take a ready-made pirate or build your own in a couple of minutes. You can add your own line to the ship's Articles, the rules the whole crew sails under.
A live GALLOWS TIDE boarding fight on a dock battle map
Round two on the quay: marines on the seawall and the crew coming off the boats, with every dice pool printed.
The six berths.

Sengoku

THE HUNDRED BANNERS

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.

A castle town beneath a white keep, in pixel art
The Go Master · keeper of the crossing house
"Sit. Every war this province ever had was played out on this board. I watched most of them."
  • Roll many, keep a few. 6k3 means you roll six d10s, keep the three highest and add them up against the target. A kept 10 can flare once, and you hear a taiko drum when it does.
  • Stake your honor on a roll. Declare a PRESS to make a task harder on purpose, in front of witnesses, for the glory of it. When a moment really matters, a Kiai shout gets you one more die.
  • Duty and love are tracked separately. The game keeps what you owe your house apart from what you owe the people you love. It records every promise you keep or break, and it never tells you which one to give up.
  • A duel is three rolls. Assess, center and cut, one roll each, with the stakes named before the first. Poetry duels work the same way, but the loser loses face instead of blood.
A HUNDRED BANNERS table on a snowbound mountain pass
Beat one on a snowy mountain pass, with a ronin under the prayer flags.
The six paths.

Occult horror

THE MIDNIGHT LEDGER

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.

A fog-bound gaslit street, in pixel art
The Stranger · seen twice, never introduced
"The register is never wrong, madam. That is precisely what troubles me."
  • The lamp and the gulf. Each test rolls both dice. The lamp plus your skill has to reach 8, 11 or 14. If the gulf rolls past your calm, something has noticed you, whether you succeeded or not.
  • The trade. Once a scene you can use the gulf's number instead of the lamp's. It works, but the dark always stirs and your dread always goes up.
  • You can't get stuck. A successful search always turns up something true. Each truth you piece together also offers a bargain: power against the thing you've named, paid for with a fear that stays with you.
  • The dice are checked. The server makes every roll and prints it in full, and an audit recomputes each one.
A MIDNIGHT LEDGER table in the Gravenhithe archive
Beat one in the city archive at three in the morning, with the November register open.
The six callings.

Deathgame show

THE GRAND CRAWL

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.

A ruined arena under studio lights, in pixel art
The Announcer · voice of the System
"Crawlers! This floor closes in nine moves. Die somewhere well lit."
  • Each floor has a clock. The stairs open partway through and something always guards them. If time runs out, your only hope is that the show decides to pull you out.
  • Loot written for your season. Loot boxes range from tin to celestial and only open in safe rooms. What is inside is written for your season. Sponsor boxes come with a condition, and the game enforces it.
  • A companion for small parties. A party of one or two gets a companion, a person or a creature that has no business talking. They are funny, and better in a fight than they look.
A GRAND CRAWL table on a phone: the broadcast HUD, the gate-hall, three crawlers
The first beat on a phone, under the show's on-screen overlay.

How it plays

A game you play a few minutes at a time

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.

A story written for your table

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.

Rules and dice you can check

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.

Easy to invite friends

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 Hooded Stranger
met on the stair, uninvited
“You’ll want to stop naming things down here. Names carry.”

The stair ends in standing water, and the dark beyond it does not behave like dark. d20 · 19 vs 15

A whisper reaches you · “The ledger’s third column is tithes…”
fate
Fate, sealed — your Perception
Rolled while you were away. Break the wax to watch it land.

Behind the screen

Or run the game yourself, with the AI's help

  • You give directions and the AI writes. Type a note like "The innkeeper is lying" or "When they open the vault, wights," and the next beat follows it.
  • Keep a book of secrets. The AI sticks to them in every scene and never says them out loud.
  • You can't touch the dice either. Your players' rolls and character sheets are off limits to you.

Joining a friend's table

Enter your invite code

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.