Interactive book · Solo TTRPG

Your story.You’re the hero.

Trame combines an interactive book with a solo tabletop RPG, powered by AI. Choose a world and decide what your character does. Your AI Narrator tells the story and responds to your actions. When the outcome is uncertain, the dice decide, and the Narrator builds on the result.

Free beta. All you need is an email address.

The animated demo beside this text shows a turn in play. The Narrator sets the scene, the player writes an action, and the factors that affect the roll appear. The dice are rolled, and the story continues based on the result. Each turn shows a different world.

What it’s like to play

Anything is possible. Nothing is guaranteed.

Every action matters, from your first move to your final roll.

Do whatever you want.

No menu of choices. Write what your character does in your own words: persuade, lie, run away or try the impossible.

Hold your breath.

When the outcome is uncertain, the dice decide. No one picks the result, not even the Narrator. You might succeed, succeed at a cost or fail.

Your choices have lasting consequences.

An injury doesn’t just disappear. An ally you betray will make you pay. A door you force open stays open. What you’ve done shapes what happens next.

How it works

Start playing in three steps.

You don’t need to learn the rules first. Trame has a full game system, and the Narrator handles it as you play.

  1. Choose your world.

    Pick a world you know or make up your own. The Narrator helps you set up your campaign and create your character.

  2. Say what you do.

    The Narrator sets the scene and asks, “What do you do?” Answer in your own words, just as you would in a tabletop RPG.

  3. The dice decide.

    When the outcome is uncertain, your Tags affect the roll and the game rolls the dice. The Narrator turns the result into what happens next.

The rules, explained

Simple rules. No number crunching.

The Narrator makes the rulings and the game does the maths. You can see how it all works. Here are the basics.

Tags

A few words define what matters.

Tags describe your hero, the scene and the other characters in one to three words, such as “sea legs”, “thick fog” or “absent-minded”.

The Narrator picks the Tags that matter for the action you’ve written. Each gives you +1 if it helps, −1 if it hinders. Change your action, and different Tags may apply, even with the same hero in the same scene.

Your action
Your hero
rooftop acrobat whistle-trained falcon sea legs absent-minded
The scene
thick fog creaking planks crosswind four-guard patrol
to the roll
Aspects

What makes your character unique.

Aspects capture what defines your hero: who they are, what they can do and what makes them different. Each Aspect is a card with a main Tag, a few supporting Tags and at least one weakness.

Aspects rank from common to legendary. For each roll, the strongest Aspect on each side is compared: each rank of difference adds or subtracts 3 points, depending on which side ranks higher. A stronger Aspect also has a more significant weakness.

The roll

When the outcome is uncertain, roll the dice.

If the outcome is clear, the Narrator describes what happens without a roll. Otherwise, the game rolls a d12, then adds your attribute (Strength, Agility, Intelligence or Spirit) and the bonus from your Tags and Aspects.

That total faces two d20s: the dice of fate, with no modifiers. Beat both for a full success. Beat just one for a partial success: you get what you want, but at a cost. Beat neither, and you fail. The Narrator describes the consequences and the story continues.

?your d12
+
4Agility
+
1your Tags
=
?your total
VS
?d20
?d20
Full successYour total beats both d20s.
Partial successIt beats just one: you succeed, at a price.
FailureIt beats neither: things go wrong.
Any world

Be whoever you want. Do whatever you want. In any world you can imagine.

Raid a ship in One Piece, defend your house in Game of Thrones, suit up in the Marvel universe or fight at Helm’s Deep in The Lord of the Rings. The Narrator draws on its knowledge of familiar settings. Want to create your own? Describe it in a few lines and make it the setting for your adventure.

Questions

A few things to know.

Is it free?

Yes, for the whole beta. All you need to sign up is an email address.

Do I need to know roleplaying rules?

No. Tell the Narrator what your character does, and it handles the rules. If you’re curious, you can see the breakdown of each roll: what helps, what gets in the way and how the dice landed.

What if I don’t know what to do?

Ask the Narrator for ideas. It suggests three actions. Pick one, change it to suit you or do something else entirely.

Can I play in a world I love?

Yes. Tell the Narrator which world, and it draws on what it knows about it. Or describe your own world in a few lines.

Can I lose?

Yes. An adventure can go wrong, a campaign can fail and your hero can die. That’s what makes your choices matter.

What if the Narrator gets it wrong?

Talk it through with the Narrator. Before you confirm, you can challenge how it interprets your action or its consequences. It can revise its interpretation, but the dice results don’t change.

What can I play on?

In your browser, on a computer or phone. Nothing to install.

Free beta

Be among the first to play.

Leave your email and we’ll let you know when your spot is ready. Your feedback will help shape Trame.

Free. All you need is an email address.

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