Four gladiators stand shoulder to shoulder on a high wall at dusk, looking out over the torch-lit river city of Varrow.
A story game for one room

Your friends. Your heroes.Our world.

Hand-written adventures, told out loud at one table. Explore every corner, try anything, and leave your mark on a story that remembers.

About 10 minutes. Bring friends, or play alone.

How a session works

One screen for the table. One phone per player.

The big screen is the narrator. Your phone is you. Nothing private ever appears where the whole room can see it.

  1. 01

    One screen for the table, a phone each

    Open the table screen on a laptop or TV: the scene, the map when a fight starts, and the story spoken aloud. Each player scans the code on it with their phone to sit down.

    Nobody plays through the big screen. It has no buttons.

  2. 02

    Your phone is your hand

    Your hero, your dice, your secrets. What your hero notices, and a private line to the narrator, arrive on your phone and never on the big screen.

    One hero per phone. The game enforces it.

  3. 03

    Say what you do. The narrator answers aloud.

    The table listens to the room. Hold the button on your phone when you speak to the narrator, and the words are yours. Rolls the narrator asks of you arrive on your phone alone.

    Hold your button mid-sentence and the narrator stops to listen.

Listening
Narrator

Dray
Ilvane
Nix
9:41 private
Ilvane · Wizard
Armour 125 / 7
The narrator asks
Nothing yet. Play on.
Party
hold
Speak
hold · to the narrator
What the narrator does

Everything a good GM does at the table, without the one friend who has to do it.

Prep, rules, voices, maps and secrets. The parts that make a session feel run rather than read out.

“Stay on your feet. Give me an Acrobatics check.”
The whole prompt. The die, the modifier and the difficulty are on your phone, not read aloud.
  • Narrates for the ear

    Every line is written to be spoken, not read. Short sentences, no dice arithmetic out loud, distinct voices for the innkeeper and the thing in the cellar. The words appear on screen as the voice reaches them.

  • Runs the rules

    It calls for the right check at the right difficulty, applies your modifiers and armour class, tracks conditions and initiative, and knows whose turn it is. When it asks your hero for a Perception check, only your phone asks you to roll. Every danger shows itself before it strikes. The dice that can kill you are rolled by the game, not the storyteller.

  • Draws the scene

    A place is described once and remembered forever. The tactical grid appears only when position matters, and a fight opens with words before the board fills in, one combatant at a time as each is named.

  • Keeps secrets

    Your phone knows things the others don’t: what your hero notices, remembers or fears. Say it aloud, or keep it. Whisper to the narrator from your phone and the answer comes back to your phone. Enemies in ambush stay off the board until the fiction reveals them.

The headline world

The Ludus: gladiators of Varrow

A river city grew rich on its Games, and you belong to a house in the middle of it.

The biggest night of the year is coming. Everyone wants something from it, and each of you carries a secret the others do not know.

  • Brannoc Dray
    Brannoc Dray
    The Wall

    “Hit the shield. Everyone hits the shield. That's why it's mine.”

  • Sela Marrow
    Sela Marrow
    The Chirurgeon

    “Hold still. I have patched worse than you, and they lived.”

  • Nix Tarrant
    Nix Tarrant
    The Net

    “They said the net is for show. They said it before I used it.”

  • Ilvane Ashe
    Ilvane Ashe
    The Collared

    “Yesterday I could have lit this whole cell. Ask me again tomorrow.”

  • Ruk Hollin
    Ruk Hollin
    The Bull

    “Too many walls. Not enough sky.”

  • Oren Quill
    Oren Quill
    The Acolyte

    “I can pray over you, or I can pray for you. The first one costs extra.”

Four of the fighters you might be. Pick one when your table starts, or make your own.

Pricing

One subscription seats the whole table.

The host pays. Everyone else scans the code and plays free, on their own phone.

  • Wandering Party

    For parties that gather when they can.

    $9a month
    Sessions
    About 2 a month
    Players
    Up to 6, free
    Per player, party of five
    $1.80 a month
  • Most Popular

    Weekly Table

    The standing Thursday game.

    $19a month
    or $204 a year
    Sessions
    About 4 a month
    Players
    Up to 6, free
    Per player, party of five
    $3.80 a month
Only play now and then? A Session Pass is $5.99 for one evening, no subscription, and it never expires.
The fight finishes.

Play past your month's sessions and the table keeps going for up to half a month more, at no extra charge, on a lighter version of the same voices. A session that has started always finishes, even mid-fight. After that, the host can add a Session Pass or wait for the month to turn. The balance is shown to the host, never on the table screen.

Questions

The things people ask before the first session.

  • A free scene of about 10 minutes, backstage, minutes before the curtain goes up: one room, one locked chest, one very small fight. You learn every way of playing by trying it. No account needed.

  • Yes. The rehearsal and the Ludus both play with one hero or with four. Alone, you still have the table screen and your phone, and you can type instead of speaking.

  • No. Your friends scan the code on the table screen, pick a hero and sit down. Only whoever pays for the table needs an account.

  • One screen with speakers and a microphone for the table, such as a laptop or a TV with a laptop behind it, and a phone for each player on the same Wi-Fi. Everything runs in the browser. There is nothing to install.

  • Yes. Share the table screen on your call, and each player scans its code with their phone. Speak to the narrator with your phone’s buttons: the table only hears the room it’s in.

  • The world’s rules are enforced by the game: health, dice, deaths, rests. They are never left to the storyteller’s memory. Underneath are the open numbers of the System Reference Document 5.1, so if you’ve played tabletop roleplaying games before, a sheet will feel familiar. The story is improvised. The arithmetic is not.

  • The table screen listens; phones never do. What it hears is shown on the screen so everyone can see what the narrator heard, and the microphone can be muted at any time. Table talk about pizza does not become a plot point. Things said directly to the narrator do.

  • No. The host pays and everyone else joins free by scanning the code. The rehearsal is free. When Tablecast opens, Wandering Party is $9 a month for about 2 sessions and Weekly Table is $19 for about 4, which is under $4 each for a party of five. A $5.99 Session Pass covers one evening with no subscription. Play past your month’s sessions and you get up to half a month more at no charge, and a session that has started always finishes.

  • No. Each rehearsal is anonymous, and it’s cleared within three weeks. We keep only anonymous totals. Saved heroes and campaigns come with accounts, when Tablecast opens.

Tonight, then

The table is set. The narrator is already in the room.

Come to rehearsal first. Then step onto the sand.