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Play with the AI Game Master

Take turns with the AI GM, roll the dice it asks for, keep an eye on the table's credits, and steer it with its memory and prep — step by step.

Players & Game MastersUpdated October 11, 2026

On an AI-run campaign the Game Master is an AI that narrates, voices NPCs, asks for rolls and keeps the story consistent. You play by telling it what your character does. For how it works and what it will and won't do, read the AI Game Master overview; this part is the hands-on version.

Before you start

  • A seat in a campaign whose Game Master is the AI (part 1), with a character linked (part 2).
  • A running session: the AI only plays while the table is lit, unless the GM turned that off.
  • Credits come from the GM's balance and are shared by the table: 1 credit a turn on the Standard model, 4 on Premium. Players spend nothing of their own on turns.

Take a turn

  1. Open Talk

    At the table, open the Talk tab. Before anyone has played it says Describe what your character does to begin the adventure ⚔️.
  2. Say what you do

    Type in Describe what your character does… — I search the drowned shrine for another way out — and press Enter (Shift+Enter for a new line).
  3. Wait for the reply

    While it writes, the chat shows Game Master is weaving the scene… (with your GM's name if it has one). Its reply arrives in the chat, and with GM voice on, it's read aloud too.

Roll when it asks

  1. Open your dice

    When the GM wants a roll, your dice tray shows The Game Master asked for with a 🎲 chip for the roll. Press Dice in your dock if the tray is closed.
  2. Roll and send

    Press the chip (or pick the roll under Roll for, which uses your sheet's modifiers), press Roll …, then Send to GM ✨. The roll goes to the table as a verified card and the GM carries on from it — that counts as a turn.

If the GM set Dice rolls to GM rolls for players (the default), the AI rolls for you instead and shows the result.

Check it worked

Your action and the GM's reply sit together in Talk, and rolls show as cards with the dice and the total.

For the GM: keep it on course

  1. Watch the lantern

    In GM screen → Run, The lantern shows the credits left this month, shared by the table and drawn from the GM's balance. At 20 or fewer it warns Nearly out — the GM runs out first, for everyone. Top up buys more.
  2. Tend its memory

    GM screen → Memory lists what the AI holds as canon — NPCs, Locations, Open threads, Bonds, Facts, Decisions. Edit an entry, set its importance (★1–★5), give an NPC a Voice, or Retire what should no longer come up.
  3. Prep and recap

    GM screen → Prep: Draft recap or Draft session prep (1 credit each, from the GM's balance). Read and edit the draft, then Save to journal — a recap is shared with the party, prep stays GM-only.
  4. Tune how it plays

    In settings, the AI model (Standard at 1 credit a turn, Premium at 4), Reply length, Dice rolls, Turn tracker, Auto-recap and XP awards change the AI's behaviour from the next turn.

Under-18s and Mature tables

A player under 18 always gets replies suitable for them to their own turns. On a campaign marked Mature, replies to adult players' turns are not toned down, and everyone at the table sees them — so don't seat under-18 players at a Mature table.

If something's off

“This campaign isn't in session. An admin needs to start a session before you can play.”
Ask the GM to press Start session (part 4).
“This table is out of AI Game Master credits…”
The GM's balance is empty. The GM can top up or upgrade; until then, turns stop for everyone.
“This table has used its AI Game Master budget for the month…”
The campaign has a monthly ceiling of its own. It resets on the 1st (UTC).
Premium turns are running as Standard
On Plus, Premium only runs on bought credits; without them the turn quietly uses Standard.

Still stuck? Browse all help or contact us. To report someone or something, use the report action on the relevant profile, post, or session — it sends us the context automatically.