Fantasy
The Riven Reach
Islands, coastal communities, and dangerous seas. A maritime world where the next harbor can be a refuge, a mystery, or the beginning of a very bad decision.
The solo role-playing game · Limited open beta
You need a character, a situation, and a reason to take the next step. Tapestries helps you discover what happens along the way.

Limited open beta · First 20 confirmed participants
Explore Tapestries in fantasy or science fiction, then help us make it better. The beta kit includes:
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Come engage in Tapestries RPG: share your sessions, ask questions, and discuss your feedback.
13 of 20 places available
Sign up, confirm your email, and we will email your personal download link. Places are claimed when you confirm.
The solo RPG loop
You take both sides of the table. As the GM, describe the situation. As the player, decide what your character does. Let the rules answer what you cannot know, then return to the fiction.
The harbor bell is silent. A light moves behind the customs-house shutters. This is your GM role: give the character something to respond to.
You climb the wet mooring chain to reach an open window. This is your player role: decide what you want and how you try to get it.
A Challenge Roll tests an action under pressure. A yes/no oracle answers a question. A table introduces something you hadn’t considered.
You reach the window, but the chain strikes the hull below. Someone heard. Return to your GM role, describe the consequence, and choose what to do next.
Inspire. Integrate. Improvise.
A prompt gives you something to work with. Smuggle + Refuge might suggest people hidden aboard a merchant ship, a sanctuary moved between ports, or a rescue nobody can admit to organizing.
You don’t have to force an answer into the current scene. If a prompt needs time to become clear, put it on a Clock. Let the story reveal what it means.
Let the prompt introduce the unknown.
You decide how it becomes part of the world.
Establish what is true
Fantasy
Islands, coastal communities, and dangerous seas. A maritime world where the next harbor can be a refuge, a mystery, or the beginning of a very bad decision.
Science fiction
Distant worlds and the people who make a life between them. Decide what connects those places, what separates them, and what is worth crossing the dark to find.
Each setting offers twelve World Truths. Choose or roll the answers that establish your campaign, then follow a First Thread into play.
Begin at Basic
Learn with Basic rules. Gateways introduce deeper options when you want them.
Progress Tracks give your pursuits a shape. Clocks give approaching change a place in the world.
Play solo, cooperatively, or with a GM. The conversation changes; the invitation to discover remains.
Follow development and the upcoming Kickstarter in the Anvil and Loom community.
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