How it works

A literary holodeck for
solo tabletop RPGs

Procedural systems build the skeleton — maps, encounters, loot. An AI Game Master breathes life into every interaction. Real tools keep it all honest. Here's the whole machine.

01 · The big idea

Your sketch becomes a living world

You provide structure — sketch it by hand in the workshop, or answer a few questions and the AI drafts a playable ruleset, world and story for you. The procedural engine fills in the bones; the AI gives it a voice, a mood, and consequences. The same picture, materialising from blueprint into reality.

A hand-drawn map and character sketches on the left dissolving through pixels into a fully realised painted fantasy world on the right, with three adventurers crossing a stone bridge between them
◆ The blueprint — you
A premise, a hand-drawn map, factions, a ruleset. The structure you control.
◆ The living world — AI
Weather, NPCs with motives, a tower with a name and a history. Brought to life on demand.
Structured input▶▶▶Emergent, grounded play
02 · The honest GM

Every turn runs through real tools

Generative AI is a brilliant storyteller and a terrible accountant. So it never guesses the numbers — it calls deterministic tools for dice, checks and state, then narrates whatever actually happened.

Step 1

You act

Say what your character does, in plain language.

Step 2

GM sets stakes

Frames the situation and calls for the right check.

Step 3

Tools roll

Real dice & rules resolve it — no fudging.

Step 4

State updates

Inventory, HP, position and memory all change.

Step 5

GM narrates

Describes the real outcome, dramatically.

A single turn, start to finish — live
Rowan Thorne · The Sunken ChapelEARLY MORNING · CLEAR · DAY 12
■ Game MasterThe chapel altar leans where the floor has sunk, its carvings soft with silt. Water ticks somewhere behind the apse.
■ YouI search the altar for anything the cult left behind.
■ Game MasterThe marsh-water has slicked the stone black. Finding anything here will take a sharp eye —
CheckPerception · DC 151d20+5 → [13]+5 =18 ✓
■ Game MasterYour fingers close on something cold beneath the rim — a tarnished signet ring, stamped with a sigil you’ve seen once before.
Send
## Character
HP26/31
Perception+5
## Inventory
◆ Manacle chain
◆ Arrows ×17
+ Tarnished signet ring
## World state
☑ cult_sigil_seen
✦ memory recorded · day 12
Your intent▶▶▶Real dice▶▶▶Recorded state
03 · The division of labour

Procgen makes the what. AI makes the why.

Seeded random generation creates structure you can trust to be consistent. The AI never has to invent stats on the spot — it gets to do what it's best at: meaning, voice and drama.

Procgen provides
AI brings to life
Ruined tower · hex 03,04
"The Shattered Spire of Valdros, once home to an exiled diviner…"
3 goblins, 1 bugbear
Distinct voices, tactics, and a bugbear who would rather be paid than die
Treasure: 50 gp, 1 potion
"A leather pouch monogrammed 'E.V.' and a bubbling blue elixir"
NPC: dwarf merchant, F
A name, a grudge, a price, and exactly what she wants from you
04 · The building blocks

Three layers you can mix and share

Everything you make is modular. Snap any ruleset under any world under any story — yours or the community's. Publish what you build, or fork someone else's and remix it.

Rulesets

The rules engine

Attributes, skills, combat maths, currency and dice conventions. Start from the 5e-Compatible SRD, or define a homebrew system from scratch.

e.g. a 2d6 PbtA drama · a d10 sci-fi survival game

Worlds

The living setting

Terrains and a hex map, factions and their relationships, a bestiary, and a linked lore wiki — deities, cultures, history — that anyone can browse once you publish.

e.g. The Sunless Reach · 14 factions, a 40-entry lore web

Stories

The campaign

A narrative arc, beats, plot threads and faction pressures that hook into world state. The skeleton the AI fleshes out as you play.

e.g. Crown of Embers · a 12-beat political tragedy
05· Grounded & remembered

The world keeps honest books

Tracked by tools

Anything that should be exact, is. The AI reads and writes this state through tools — it can't quietly forget your gold or your wounds.

5 gp12 sp2 cp17/30 arrows HP 26/31

Persistent memory

Every session writes to a durable memory of the world. NPCs remember what you did to them; threats escalate while you're away; the bridge you burned stays burned.

  • NPC relationships shift from allied to hostile and back.
  • Quest flags & world state survive across months of play.
  • Pick up exactly where you left off — Day 12, hex 04,03, mid-scene.

Recorded at creation

When the GM invents something — a ring, a goblin, a grudge — its mechanics are recorded the moment it enters the world, and every later use resolves from that record. Invented once, true forever.

  • Items keep the stats they were found with.
  • A spawned goblin's rolled HP is its HP forever.
  • No re-rolls, no retcons.
06 · The story engine

Beats that fire when you earn them

A story here isn't a script — it's a spine. Authors write beats (the dramatic escalation points) and plot threads (stakes, clues, outcomes), then attach watchers: condition → effect rules that listen to your play. And the journal stays spoiler-safe — you only ever see what you've earned.

Deterministic watchers

Machine-checkable conditions the engine evaluates every turn — exact, instant and free.

  • day ≥ 3 — time has passed.
  • flag bridge_burned — a fact was set.
  • clues ≥ 2/4 — a counter crossed its line.

AI judgment — moment detection

Some moments no flag can capture. The GM carries a short watchlist and sets the flag the instant the moment happens in the fiction — in whatever words you chose.

  • "The party gained the witch's trust."
  • "They publicly sided with the cult."
  • No trigger phrases. No dialogue trees.
Watch one fire — live
Freeform playThe story’s spine
■ Game MasterThe witch watches you over the ledger — the one page that could ruin her. She makes no move to take it back.
■ YouI hand it back to her, unread. “Your secret keeps. I gave my word.”
✦ Moment detected
“the party gained the witch’s trust”
The Bargain at Hollowroot
Completed · day 9
The Witch’s Trust
Fired · just now
Watcher · ai judgment
flag gained_witch_trust day ≥ 3
The Marsh Gate Opens
Unlocked
New thread · journal
The Road Through the Marsh
Stakes: safe passage for the caravan — and the witch’s debt.
Authors write the spine▶▶▶Play decides when it fires
07 · Tactical combat

No fudged fights

A fight is never hand-waved. The scene snaps onto a pixel-art battle map — real positions, movement and range, six-second rounds. You choose your moves; the system resolves every NPC's turn deterministically, with the same dice and rules as everything else.

Encounter mode: the Game Master narrates a guard-post ambush on the left while the right panel shows a tactical battle grid with party and hostile tokens, an action bar, and an initiative tracker with hit points
◆ Same dice, same rules
Initiative, positioning and every attack roll come from the rules engine — the AI narrates the outcome, it never decides it.
Story mode▶▶▶Battle mode — same scene, same state
08· Travel & exploration

One world, every scale

A journey moves between the world's maps without a seam — galaxy to street, chart to room — and every place you return to is exactly as you left it.

The overworld

Hex by hex

Cross a procedurally generated wilderness one hex at a time — terrain sets the pace, and weather and encounters find you on the road.

Interiors

Room by room

Step off the map into dungeons, towers and towns generated room by room — consistent every time you come back, down to the loot you left behind.

The open sea

The deck is the map

Board or charter a vessel and its deck becomes your scene — sail hex to hex and region to region, and the whole ship travels with you.

The same world at every altitude — real captures from play
real captures from play — not concept art
A realm wheel on deep blue: three realms — the Heartland, the Void, the Fractured — arranged on a ring, joined by a solid overland route and a dashed portal route
The realm wheelThe top of the atlas — whole realms on a wheel, bound by overland roads and the portals that cross between planes.
Inside a location — the room map, live
The Rotting Carriage · interiorDEPTH 1 · 4 ROOMS
THE QUEEN’S CELL▦ YOUR TRUNK · GUARD POST
Every room stays as you left it
OutsideThe Carriage Cell⌂ entranceThe Flooded CorridorThe Guard Post▦ trunkThe Queen’s Cell
Rooms reveal as you explore▶▶▶And stay as you left them
09 · Bring any system

It doesn't have to be d20 fantasy

The rules engine is fully swappable. We ship a 5e-Compatible ruleset built on the SRD 5.1 so you can start instantly — but the resolution maths, stats and dice are all yours to redefine.

5e-Compatible (SRD)Heroic d20 fantasyPbtA · 2d6Sci-fi survival · d10Cairn / OSRYour homebrew
Free to start · no dice to lose

See it run for yourself

Jump into a community world in one click, or sketch your own and watch the AI bring it to life.