๐Ÿ“– Tabletop Story Academy

Tell stories WITH dice! This is our own original story game โ€” no rulebook to buy, no experience needed. Roll the d20 when things get risky, build a hero, and play a whole adventure right here.

๐ŸŽ“ Learn โ€” the Storytelling course

๐ŸŽฒ The Dice Coach

Story games use funny-shaped dice. Tap them to roll! The d20 is the star: roll it for anything risky. High = great, low = funny trouble (never "you lose" โ€” the story bends, it doesn't break).

Loading the dice bagโ€ฆ

๐Ÿฆธ Build-a-Hero

Every hero has three story stats: Brave (facing scary stuff), Smart (puzzles, sneaking, noticing), Kind (talking, helping, calming). Pick a class โ€” its stats are your dice bonuses.

Getting the character sheetsโ€ฆ

๐Ÿ—บ๏ธ The Lantern of Bramble Bridge

An original starter adventure (10+ scenes). Your choices โ€” and your dice โ€” change how it goes. Both success AND failure paths reach a happy ending, because in story games, "failing" just means the story gets more interesting.

Sharpening pencilsโ€ฆ

๐Ÿง‘โ€๐Ÿซ For Grown-Ups: Run It for Your Kids

You are the Storyteller (the "DM"). You don't need to buy anything โ€” this page is the whole kit.

  • How a session works (20โ€“30 min is plenty): describe a scene in two or three sentences, ask "What do you do?", and when the action is risky, have them roll the d20 and add the matching stat (Brave/Smart/Kind). 11+ usually works; 16+ is a great success; below that, something funny or complicated happens โ€” never a dead end.
  • Improvising: say "yes, andโ€ฆ" to their ideas. If they want to befriend the troll, let them try (Kind check). Steal their ideas shamelessly โ€” kids light up when their plan becomes the plot.
  • Safety tools, in plain words: before you start, agree on "pause" โ€” anyone can say it, anytime, and the scary/sad part stops or changes, no questions. Keep perils gentle: nobody's hero dies in our stories; they get captured, muddy, or embarrassed instead.
  • Endings: end on a win, however small โ€” a lantern lit, a friend made. Write the hero's title on a card ("Lantern Keeper") and keep it for next time; continuing heroes are the magic of the hobby.