This game is for adults

LLM RPG is for people 18 and over. Its worlds hold violence, crime and adult themes, and nothing in them is softened.

A living world. Brave, gritty, nothing held back.

A world that lives without you.

Everyone in it wants something, and nobody is waiting for your turn. They travel, strike deals, steal, betray and kill, far from you or across the table. Nobody is safe for being important, and that includes you.

Start playing free → Five turns. No account, no card. For adults, 18+.

Behind your back
  1. Tue, 9:10 pm · The Blue Wren Word gets around

    The bartender saw you pocket the locket. She tells Mickey Doyle, a Halloran man.

  2. Tue, 11:30 pm · Across town Sold out

    Your client, Vivian Cole, writes to the police naming Doyle. Her messenger takes it to Doyle instead.

  3. Wed, 1:05 am · The road from Pier Thirteen No witnesses

    Doyle waits for Vivian on her way home and kills her. Nobody sees it.

  4. Wed, 10:20 am · The newsroom It carries on

    Her editor, Tom Ames, has her notes. He takes up the story, and now it is personal.

  5. Wed, 3:45 pm · Your street Coming for you

    Doyle still wants that locket. He starts asking where to find you.

You saw none of that. Here is what reaches you:

You, as Sam Reyes

I get back to the office and call Vivian to see what she found.

Game master

Her line just rings. At the paper, they say she never came in. Downstairs, the newsstand kid waves you over. "Two cops from Precinct Six were here. They found your client by the docks." He checks the street. "Then a guy from the Halloran Syndicate came asking where you live, and if you still have Nadia's locket."

From the world's lore Precinct SixHalloran SyndicateNadia's Locket

None of this is scripted. Everybody in it acts for their own reasons. In your run Vivian might live, Doyle might die first, or none of it might happen at all.

An example turn in Ashgate Confidential, written for this page. In play you only get what reaches you.

What happens when you look away

You are one person in a world full of them. Time passes, and the people in it act on what they want and what they know. You find out the way anybody would: you see it, or you hear about it, or it comes through your door.

Or take your hands off and watch

Press the real-time switch and the clock runs while you are there, with no typing. It stops by itself for anything you have to answer, like somebody coming for you. Credits pay for your turns, never for theirs, so the world moving costs you nothing.

Walk in and see who's still alive →

Any novel can come alive

Pick one of 24 ready-made worlds, from fantasy and wuxia to cyberpunk and horror, and it starts in seconds. Or bring a book of your own, a .txt or .epub, Indonesian wuxia to English fantasy:

  1. Upload your novel. We detect its chapters and language.
  2. Extract the lore. An LLM reads the book and builds a searchable atlas of its characters, factions, locations, items, and events.
  3. Play as your own character. The game master narrates turn by turn, and the book's people carry on with their lives around you.

Why it beats a raw chatbot

Post a playthrough, get 1,000 credits

Made a video of your run? Put it on YouTube, paste the link on your account page, and if it passes review your account is credited with 1,000 credits — enough for a long run on the standard game master. A submission is reviewed automatically: the video has to be public, between 5 and 30 minutes long, carry your account's claim phrase in its description, and actually show this game being played. One award per account, and the review can decline — it tells you why, and what to change if it is fixable.

Get your claim phrase →

From the blog

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What's new

LLM RPG is in active development — it ships several times a week, and the build you are on is in the footer. The last few changes players would notice:

  1. The people your goal is about keep their names

    The story now knows by name the people your character's own goal is about, and the book's objects they carried, so a dead sister you are looking into is not given another name halfway through.

  2. A death passes on what the dead wanted

    When somebody is killed, what they were after does not always die with them. An errand they ran for their sect or order passes to one of its other members once word of the death reaches them, and family, comrades and close friends who hear of it may learn what they wanted and take it up, with a grudge against whoever they blame. A stranger who hears the news inherits nothing. People who work for a group, like the desk sergeant of a police station, now belong to it.

  3. Refusals stay in the story

    When the story will not go somewhere, the narrator says so in the story's own voice and carries on from where you were, instead of stepping out to speak as itself.

  4. The dead stay dead

    A body your story comes upon, a corpse in a vault or remains in a ditch, is dead from the moment you find it. It stays where it was found, and no longer gets up while you are away to wander off, eat or keep an eye on you.