How to play

You write what your character does, a line or two at a time. The engine reads it, rolls what is risky and keeps the record; Ellor tells you what happens.

The shape of an adventure

1
Make your hero.A name, a class, your abilities and skills, and a few lines about where you start. The world is built around you.
2
Say what you do.Plain words, no menus. Fight, sneak, court, scheme, bargain, explore, take the quest or turn it down.
3
The dice decide, in front of you.d20 checks and attacks against armour class, on open tabletop rules. You press to roll, and every part of the sum is shown.
4
The world remembers, and fights back.Foes, debts, promises and plans kept on a record. You level up as you go, and a death stands.

Writing a turn

Say what you do, as "I"

I walk to the smithy and look over the blades on the rack.

Plain words, present tense. No commands to learn.

Speech in speech marks

I lean on the counter. "Two ducats for the room, and not one more."

Your exact words are what is said, and how others hear it.

Getting the best out of it

1
One risky thing a turn.If a roll goes against you, whatever you wrote after it does not happen. It shows as Unspent, ready to try again.
2
Be specific.Name who you talk to, what you hand over, where you go. "I give Pell five ducats" moves further than "I pay him".
3
Ask people things.They answer as themselves, want things of their own, and may come back later with plans.
4
Let time pass on purpose."I sleep till dawn" or "I work the forge all week" moves the clock. A conversation costs minutes.
5
Press to roll.When something is risky, a d20 waits under your words. Press it, and every part of the sum is shown.
6
Use the drawers.Character for who you are and what you carry, World for who is here, Quests for work, Journal for what you have done.
Begin with Google