Player guide
Everything you need for your first adventure: create a character, understand dice rolls, survive a fight — and come back for more.
1. Your account
Sign up with your e-mail address, then click the verification link you receive — it is required to play and to create worlds. The interface exists in French and English (FR/EN switcher at the top of the page); each world, though, is written in the language its creator chose.
2. Joining a world
- Public world: from Explore, open a published world's page and click "Join".
- Private world: the DM gives you an invitation code (8 characters) to enter on the world's page.
Joining a world makes you one of its players: you can create characters and play there, never edit its content.
3. Creating a character
Each world defines its own classes, races and statistics. The creation wizard asks for:
- A class — it sets your starting hit points, your defense, your attack statistic and your special abilities.
- A race (optional, depending on the world) — it applies modifiers to your statistics, up or down.
- Stat allocation — you have a budget of 27 points to spend above the default values. Lowering a statistic below its default refunds points.
Your starting hit points: the class's base HP, adjusted by your Constitution
modifier (if the world uses a con stat).
4. Dice rolls
When a choice calls for a test (forcing a door, climbing, persuading…), the server rolls a d20 and adds your modifier:
modifier = (statistic − 10) ÷ 2, rounded down. Strength 16
gives +3; Dexterity 8 gives −1.
The total is compared to the difficulty (DC) set by the DM. Success: you follow the intended path. Failure: the story branches — a failure is never a wall, it's another road, usually a rougher one.
5. Reading a scene
- Some choices only appear if you meet their conditions: an item in your pack, an active quest, a high enough statistic, something you already lived through.
- A greyed-out choice is a hint: it exists, but you're still missing something to attempt it.
- A die shown next to a choice announces a roll — weigh the risk.
6. Combat
When the story leads to a fight, combat plays out turn by turn, in initiative order. On your turn, four possible actions:
| Attack | An attack roll against the target's defense; your equipped weapon deals the damage. |
|---|---|
| Ability | Your class powers (damage or healing) — uses per combat are limited. |
| Item | Drink a potion, use a consumable from your inventory. |
| Flee | A Dexterity roll — only possible when the scene offers a way out. |
Victory grants experience and sometimes loot. Defeat leads where the DM decided — sometimes a setback scene, sometimes the character's death.
Levels: level 2 comes at 100 XP, level 3 at 300, level 4 at 600… Each level raises your hit points according to your class (and your Constitution).
7. Inventory, gold and quests
The play sidebar always shows your HP, experience, gold, inventory and active quests. Items come from story choices and combat loot; some choices consume them (a key that turns three times won't serve again).
8. Resuming, dying, replaying
- Your progress is saved continuously: close the browser, come back tomorrow, the game resumes where you were.
- If your character dies, they stay in your gallery; create another one and take the world on differently.
- The same world replays well with other classes and other choices: the paths you didn't take don't go away.
9. A problem in a world?
The "Report" button on a world's page or inside a scene sends the problematic content to the world's DM and to the platform moderators. Don't hesitate to use it: it's what keeps worlds welcoming.