What this is
You write what your character does, in ordinary words. The Master answers: describes the scene, speaks for the people nearby, and decides where a die is needed. Between you and the story there is no menu and no ready-made branch.
You can play from a phone. The campaign is saved whole, so coming back a week later means continuing from the same sentence, not starting again.

The Master remembers
This is the main difference and the dullest-looking part of the work. The game keeps a separate memory of the world: who is where, who knows whom, how the last conversation ended and what exactly you promised.
So a promise is not a line in a chat log, it is a record. Tell the healer you will be back before dark and she will expect it — and if you are not, she will remember. How much people trust you changes with what you do, and it holds between scenes.

The world does not play along
Every place has its own place on the map: the village, the well in the middle of it, the hut on the edge. The smith at his forge is not part of the conversation at the well — you have to walk to him. Dice settle what is contested, honestly, and a failure carries the story onward rather than rewinding it.
On a phone



While it is being built
The game is still being built and there is no open registration — but you can ask to join. We read the requests by hand and answer by email when there is room. What is already done, and what breaks along the way, is in the dev log.
