A narrative-first system built for modular worlds, meaningful failure, and player-driven fate.
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One core roll, four outcomes
Roll 3d6 + Approach (+Skill) vs a TN.
Strong Hit: TN+3
Hit: ≥TN
Weak Hit: TN−1/−2 (success with cost)
Miss: <TN−2 (failure + twist)
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Threads: failure becomes currency
On a Miss, you gain +1 Thread. Spend Threads to bend fate:
Nudge: Edge / small boost / position tweak
Big Swing: upgrade result / force reroll / seize a reaction
Miracle: “mythic moment” (turn-the-tide play)
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Tone Modules are dials, not reskins
Same engine, different feel. Tone Modules tune things like:
how often Threads show up (scarce vs plentiful)
how harsh consequences are (gritty vs heroic)
how swingy fights feel (fast TN mode vs opposed “duel” mode)
How it Plays
A quick loop you can run in any setting—combat, exploration, intrigue, or weird magic politics.
Set the scene
The Storyweaver paints the situation, not the solution. They describe what’s happening, what your character can reasonably see or know, and what pressure is in the air—time running out, danger closing in, tempers rising, resources thinning. They don’t hand you a menu of “correct options.” You decide what your character wants from this moment, and you act. The game’s job is simply to make the world respond honestly to that choice.
Example
The chapel is half-collapsed, candle smoke hanging low. A thread-snarled cultist drags a satchel toward the side door while two others sweep the pews with lantern light. If you move fast, you can catch him before he slips into the fog—if you move loud, you’ll draw the whole room. How do you approach?
Take action
Players describe what they do and how they do it—bold, careful, clever, reckless, desperate. You roll only when the outcome is uncertain and the moment matters. Strong hits push the story forward cleanly; weak hits succeed with a twist, cost, or complication. The goal isn’t “did you win the roll,” it’s “what did your choice change?” The dice are there to create momentum and meaningful tradeoffs, not to stall play.
Example
Say what you do and how you do it (Your approach).
Roll 3d6 + Approach (+Any relevant skills)
Strong Hit / Hit / Weak Hit/ Miss – Determines how cleanly it lands
Example: “I sprint up the fallen beam and shoulder-check the cultist before he hits the door.” — (Approach Might[Strength] or possibly Finesse[Agility])
Weave consequences
Every result leaves a mark. Success creates openings, shifts the situation, and moves you closer to what you want. Failure doesn’t stop the story—it adds pressure: new complications, worsened positions, hard choices, or escalating threats. When things get messy, you gain resources you can cash in later (Thread/Resolve) to bend fate—small nudges when you need an edge, or bigger moves when the moment demands something mythic. The table stays in motion because every roll makes the world different.
Example
Strong Hit: You succeed with flourish; (The Storyweaver may grant you edge or additional benefits).
Hit: you do it as stated
Weak Hit: you do it, but pay a cost (Harm, Condition, lost time, worse position, hard choice).
Miss: it goes wrong and the Storyweaver introduces a twist—plus you gain +1 Thread to spend later.
Example consequences: “Strong Hit: you take him by surprise slamming into him with enough force that he’s Dazed, if combat ensues he will take Burden on his first attack roll” “Hit: you slam him into the stone and the satchel drops—he’s pinned.” “Weak Hit: you pin him, but the lantern swings—take ‘Exposed’ as the room notices you.” “Miss: you lunge and the beam snaps—he slips free into the fog and the lantern tips, fire catching dry hymnals. Gain +1 Thread.”
Dials: Plug-in rules that tune the Story
A Dial is a modular rules packet that changes the feel of play—without changing the core engine. You keep the same characters and core rolls, but the Dial tweaks what failure costs, what resources flow, and what the table focuses on.
How Dials are used
At the start of a campaign (or arc), the group picks a Dial.
The Storyweaver sets a few dial “knobs” (usually 2–5 options).
Those knobs stay consistent until you intentionally change them.
Example
A campaign that centers the story around love and romance would likely use the Love & Romance Dial. For this arc we’re using Slow Burn: relationship progress is tracked in beats, not one big roll. When you take a vulnerable step toward someone, success builds Bond; partial success builds Bond but adds a complication; failure creates distance and a new hook that pulls the story forward.
We’re getting ready to open the first public playtest of the Tapestry platform — a space built for collaborative storytelling, character creation, and play‑by‑post adventures.
During this early test, you’ll be able to:
Build characters using the first version of the character creator
Explore how Threads, Traits, and Abilities come together
Try out the Games channel, where you can run or join play‑by‑post stories
Experiment with tools designed to support Storyweavers and players alike
Your feedback will help us refine the interface, smooth out the flow, and shape how Tapestry grows. Join the Community in order to follow updates for when the Playtest opens!