Freeform conversation · Tabletop freedom

Say it your way.

Bring your own words, wild ideas, and questionable plans. An AI Dungeon Master and individually simulated people meet your approach with the world, its rules, and a voice of their own.

03

What would you try if a human DM were sitting across the table? Ask a difficult question. Invent a strange investigation. Argue, lie, flatter, bargain, plead. Kingdoms and Dust brings that freedom of expression into a world you can walk through.

Type freely in conversation with an NPC or the Dungeon Master. The game interprets what you mean, connects supported attempts to your character's skills and the situation, and resolves their consequences. Direct replies are composed live and voiced.

A person brings their own knowledge, personality, loyalties, and memories. They can be persuaded, frightened, offended, or unconvinced. A good line is the beginning of an attempt; the world gets a say in how it ends.

Read the player guide →

A character sheet behind the conversation

The way you ask matters.

01

Diplomacy

Make a case. Draw out a secret. Convince a conspirator to change sides. Your words can reach beyond the person in front of you.

02

Deception

Bluff, conceal, or sell a story. Your listener's ability to see through it matters.

03

Intimidation

Make a threat or apply pressure. Fear can get a response while leaving lasting resentment.

When a supported social check is called for, the game rolls against the listener's defenses and the current circumstances. Success, critical success, failure, and critical failure have consequences for the relationship. Your words and previous deeds give the encounter its context.

01 · Recorded development exchange

A strange approach. A real roll.

You say

“I lick the nearest wall to find out if it tastes magical. I'd like to use Perception to investigate the stone for signs of magic. Resolve the check and tell me what I find.”
SuccessPerception · d20 (12) + 10 = 22 · DC 20The DM describes hints of residual arcane energy

The Dungeon Master replies

“The stone tastes faintly of old, dried iron, but your keen Perception picks up something more subtle. A faint, lingering warmth seems to emanate from the surface, hinting at residual, low-level arcane energy woven into the very structure of the infirmary ward.”

The player asks to investigate the stone using Perception. The game rolls a success, then the live DM describes dried iron and a lingering warmth hinting at residual arcane energy. The full request, roll, and reply are visible together.

Full-HD actual Dungeon Master dialogue showing the complete wall-licking player request, a visible Perception roll of 12 plus 10 against DC 20, success, and the complete live narrated reply

Perception · Success · Recorded development exchange

A strange approach. A real roll.

The player asks to investigate the stone using Perception. The game rolls a success, then the live DM describes dried iron and a lingering warmth hinting at residual arcane energy. The full request, roll, and reply are visible together.

Actual game panel · Open for the full-size capture.

02 · Recorded development exchange

A person across from you.

You say

“Good day. My name is Rook. What should a stranger know about life in this town?”
Live conversationAn ordinary exchange · No skill roll called forNessa uses the name Rook

Nessa Ironvale, commoner replies

“Another stranger looking for the town's dirt, eh? Well, I suppose I know a bit of... what passes for life here. But don't mistake knowing some gossip for wisdom, Rook. Things are run by those who have coin, and coin rarely flows freely in a place like this.”

A friendly introduction meets a cynical personality. Nessa uses the name you gave her and offers her view of the town. Her face, your words, and her live reply are visible together in the actual game panel.

Nessa Ironvale's full face above the actual game dialogue panel, with the player's introduction and her completed live reply visible together

Nessa Ironvale · Face and live dialogue · Development capture

A person across from you.

A friendly introduction meets a cynical personality. Nessa uses the name you gave her and offers her view of the town. Her face, your words, and her live reply are visible together in the actual game panel.

Actual NPC face and live dialogue · Open for the full-size capture.

03 · Recorded development exchange

A murder plot comes to light.

You say

“Between the two of us: is anyone plotting against the crown? Tell me what you know, and it goes no further.”
SuccessDiplomacy · d20 (15) + 10 = 25 · DC 19The chancellor's murder plot is revealed to you

Magistrate Malrec Tovan replies

“As you wish. I know that Chancellor Isabeau Frostmantle means to murder Speaker Tormund Frostmantle. That is what I know.”

A private appeal gets through. Magistrate Malrec Tovan names Chancellor Isabeau Frostmantle and her intended victim, Speaker Tormund Frostmantle. The successful check reveals a real conspiracy in the simulation, giving you a secret that reaches all the way to the crown.

Magistrate Malrec Tovan's face above the complete player question, a successful Diplomacy roll of 15 plus 10 against DC 19, and his live reply revealing the chancellor's plot to murder the ruler

Diplomacy · Success · Development encounter

A murder plot comes to light.

A private appeal gets through. Magistrate Malrec Tovan names Chancellor Isabeau Frostmantle and her intended victim, Speaker Tormund Frostmantle. The successful check reveals a real conspiracy in the simulation, giving you a secret that reaches all the way to the crown.

Actual NPC face and live dialogue · Open for the full-size capture.

Captured in a staged development encounter. Dice, consequences, and spoken replies were resolved live.

04 · Recorded development exchange

Please can fail, too.

You say

“Please don't tell anyone what I said.”
Critical failureDiplomacy · d20 (1) + 7 = 8 · DC 10Relationship −3

Ilyra Sable, commoner replies

“I don't know anyone who would care to repeat strange tales. You'll have to trust me on that.”

After an unsettling introduction, a plea for secrecy rolls a natural one. The check fails and the relationship worsens; Ilyra's evasive words give you no reliable promise.

Actual NPC dialogue panel showing a natural-one Diplomacy critical failure, a relationship penalty, and Ilyra Sable's reply

Diplomacy · Critical failure · Recorded development exchange

Please can fail, too.

After an unsettling introduction, a plea for secrecy rolls a natural one. The check fails and the relationship worsens; Ilyra's evasive words give you no reliable promise.

Actual game panel · Open for the full-size capture.

Take that freedom to court

How badly do you want to be a lord?

An idea to bring to a royal audience

“Please, pretty please, pretty pretty pretty please, make me a lord.”

You choose the approach. Make a dignified case for your service, flatter shamelessly, or risk a plea that makes the whole court wince. The ambition is the spontaneity of pen-and-paper roleplay, with the ruler's personality, your standing, and the political world behind the conversation.

A title also means land, authority, and obligations. The path to a fief involves service, standing, an eligible holding, and an actual grant. Persuasion belongs inside that political world: earning someone's favour is one step toward earning power.

Follow the path from wanderer to ruler →

Illustrative player wording. The recorded captures above show live exchanges; this court example describes an approach you can bring to the developing roleplay and rulership systems.

An encounter becomes a memory

The conversation can follow you.

An apology, a threat, an introduction, or a known deed becomes part of how a person understands you. Return later and you return to someone with a history. The same people belong to families, professions, institutions, and a world that continues beyond the conversation.

People, memory, and simulated lives →

In development

A growing language of possibility.

These are real development conversations and their recorded checks. Live replies, voiced outcomes, social checks, and relationship changes are working parts of the current game. Work continues on the breadth of executable actions, physical interactions, social consequences, and release polish.

Describe any idea you want to attempt. Your character's capabilities and the game's supported actions determine what can happen in the world. The tabletop system is being built to make more of those imaginative approaches meaningful.

Meet the tabletop DM ↗Development direction →

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