π Tabletop Story Academy
Tell stories WITH dice! This is our own original story game β no rulebook to buy, no experience needed. Roll the d20 when things get risky, build a hero, and play a whole adventure right here.
π Learn β the Storytelling course
π² 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" β the story bends, it doesn't break).
π¦Έ Build-a-Hero
Every hero has three story stats: Brave (facing scary stuff), Smart (puzzles, sneaking, noticing), Kind (talking, helping, calming). Pick a class β its stats are your dice bonuses.
πΊοΈ The Lantern of Bramble Bridge
An original starter adventure (10+ scenes). Your choices β and your dice β 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.
π§βπ« For Grown-Ups: Run It for Your Kids
You are the Storyteller (the "DM"). You don't need to buy anything β this page is the whole kit.
- How a session works (20β30 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 β never a dead end.
- Improvising: say "yes, andβ¦" to their ideas. If they want to befriend the troll, let them try (Kind check). Steal their ideas shamelessly β kids light up when their plan becomes the plot.
- Safety tools, in plain words: before you start, agree on "pause" β 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 β 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.