GoblinKnife › Solo tabletop RPG
Play a tabletop RPG solo, with a full party
Solo roleplaying usually means running the game yourself: rolling on oracle tables, playing every character, keeping every note. GoblinKnife gives you the table instead. An AI game master runs the world, three AI companions sit beside you, and you play your one character.
An example of play, shortened · the opening of The Seventh Waking
Game masterHero, who do you want to be?
YouHilde, a dwarf barbarian. Big axe, short temper.
A white cell · 2:10 a.m.
You wake on an iron bed. Beside it: six tally marks, and in your own handwriting, Don’t drink the coffee.
A woman with a cup of coffeeI’m Serin. One question, and you may go: are you human, or AI?
YouHuman. And I grab her coffee.
Your hand closes on nothing. It went straight through the cup, and through her wrist.
Serin, still smilingYou always reach for it. That makes seven.
No group, no scheduling, no prep
The hardest part of tabletop roleplaying is often getting everyone in the same room. A game needs a game master who has prepared, and three or four players who are free on the same evening. GoblinKnife needs only you. Play for twenty minutes on your phone, or for a whole evening; the game keeps your place.
It starts with one sentence
The game master asks who you want to be. Answer in a sentence, like “a grumpy dwarf who hits first”, and it builds a level-1 character with you, one choice at a time, from the classes, species and backgrounds of the fifth-edition System Reference Document. Each choice is checked against the rules. If you’d rather not build at all, a ready-made character is one tap away.
A party that plays its own turns
Once your character is ready, the game makes three companions to round out the party. Each has a personality, a memory of what happened in front of it, and opinions about your plans. In a fight, each takes its own turn. You play your character; they play theirs. More about the companions.
Real rules, real dice
Every check, attack, spell and saving throw is rolled by a rules engine built on the System Reference Document 5.2, and every roll is shown on the table: the die, the bonus, the target and the result. The AI describes what happens; it never decides the numbers. How the AI game master works.
A written adventure, not endless improvisation
The game master runs a campaign that was written in full before you sat down: its places, people, secrets and fights, like a published adventure. That’s why a clue in the first hour still matters in the third. The Seventh Waking takes about three and a half hours. How campaigns work.
Who it’s for
- People who’ve always wanted to try tabletop roleplaying and never had a group. You don’t need to read a rulebook first: the game master explains a rule the first time it matters.
- Players whose group has scattered, or whose calendars have.
- Game masters who’d like to be a player for once.
Play the opening now
The free demo plays the start of The Seventh Waking in your browser, in about five minutes. Its story is pre-written; the dice and the rules are real.
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