Four things worth knowing. It takes a minute and it is the difference between poking at a demo and playing the game.
Looking and asking never spend a round. Start a line with ? to ask a question or study something; the clock does not move. Only commitment — going somewhere, taking something, persuading, forcing — spends one.
Type anything. The three suggested actions are the obvious ones anybody in the room would think of. They are a floor, not a menu. Your own idea should routinely beat all three.
Failing is worth something. A miss earns ticks toward the skill you were using, and a bad miss earns double. Failure opens doors sideways; it does not stall the story.
The system rolls, not the teller. The dice land before a word is written, and the teller is handed the outcome and told to narrate that one and no other.
All-ages table, any genre. Your story waits between visits and reopens with your vault key. The longer version, if you want it.
⟨SYSTEM⟩ WHERE DOES THIS HAPPEN?
Choose a setting
A built district: its people were born, married, worked and died there, they hold trades and grudges, and they know only what they would know.
reading the settings…
⟨SYSTEM⟩ NUNCIO ALPHA IS LISTENING
Open the door
Your vault key names your story and reopens it on any device. If it already holds a story, this door walks you straight back into it.