An introduction to the world of tabletop adventures
You sit with friends at a table. One of you tells a story - but you all write it together.
A tabletop roleplaying game is like a book that hasn't been written yet. You slip into the role of a character - perhaps a brave warrior, a wise mage, or a cunning thief - and experience adventures in a fantastic world.
The game master creates the world and its inhabitants. They describe what you see and hear, and play the people you encounter. But what you do? That's your decision.
"You stand before a locked door. Behind it, you hear voices. What do you do?"
- A typical moment in roleplayingDice decide whether your plans succeed. Do you climb the wall successfully? Does your character convince the guard? The dice bring tension and surprise - no one knows how the story ends.
You might know video game RPGs. Tabletop works differently.
You choose from a menu: Attack, Magic, Flee. The developers decided what's possible.
You tell the game master what you're attempting. If you can imagine it, you can try it.
The story is written. You experience it, but you don't really change it.
Every decision shapes the world. You create moments no author foresaw.
Even in multiplayer, everyone sits in front of their own screen.
You laugh together, worry together, celebrate together. Direct exchange, spontaneous reactions.
In classic tabletop roleplaying games:
Learning rules, buying materials, creating characters - before the first adventure begins.
Classically you play with two or more - a game master and at least one player. Solo play is also possible. The game master needs to prepare, but with Shirania that's much faster than by hand. Shirania rolls for you, or use your own dice (d4, d6, d8, d10, d12, d100). No group yet? Find players on our Discord server.
What if technology helped you instead of getting in the way?
Traditional roleplaying games have a problem: bookkeeping. How much damage does my sword do? How long does this wound take to heal? What does that cost in this city? The game master juggles tables and rules - time that's missing for telling stories.
Looking things up, rolling dice, adding, subtracting. Poring over rulebooks. The game flow stutters.
The system calculates in the background. You make decisions. The dice roll. The adventure lives.
100 HP, then 80 HP, then 50 HP. Numbers without meaning.
A sword strike to your character's arm. It heals over days. You experience the consequences of your battles.
"Longsword +1, 1d8+3 damage." You as a player see values your character couldn't know.
You know exactly as much as your character. This blade feels good - but is it better? You must judge, based on experience.
The path to adventure is shorter than you think.
You don't need to memorize any rules.
You don't need to buy expensive books.
You don't even need to know what a "d100" is.
(In case you're curious: two ten-sided dice that together give a number from 1-100. But Shirania is happy to roll for you.)
What you really need? Curiosity. Nothing more.
"The most important thing in roleplaying isn't knowing the rules. It's being willing to ask 'What if...?'"
In the demo, a ready-made character awaits you. See how wounds heal. How skills grow. How the economy works. Click around. Experiment. Ask questions.
And if the spark catches?
Then maybe you'll find some friends who are also curious. One of you becomes the game master. You sit down together. And then...
...then your story begins.
The demo awaits - no registration required, no commitment. Take a look. And who knows... maybe today is the day your adventure begins.