CrucibleRPG is a solo tabletop RPG powered by AI. You play a character in a living world with real mechanical rules: stats, skills, dice rolls, inventory, conditions. All of it managed by the server. The AI acts as your Game Master, narrating the world, playing NPCs, and resolving your actions through the rule system.
Each turn follows a simple pattern:
The three suggested actions cover different approaches (direct, subtle, resourceful), but you're never limited to them. If you can describe it, you can try it.
This isn't a chatbot. Every action you take passes through a mechanical engine with real numbers, real consequences, and real stakes. Your character can be injured, exhausted, or worse. Your inventory has weight. Your skills improve through use. The world remembers what you've done.
If you're unsure about a rule or want to understand something about the game, use the Talk to the GM button. It checks the rulebook first for a quick answer at no cost. If the rulebook doesn't cover your question, you can escalate to a live GM response, which costs a turn.
If you need a full picture of where you are in the game, request a Briefing. It covers: the story so far, your current situation, open threads (including things NPCs have promised you and things you've promised them), your relationships, the state of the world, and your active objectives. No turn cost. This is the "catch me up on everything" button.
Your Storyteller is the narrative voice of the game. The rules don't change, but the way the story feels does.
Can be changed at any time during play. No penalty, no cooldown.
Your setting defines the genre and world type:
Difficulty isn't a single slider. It's a set of independent dials you can adjust at any time:
Presets for quick setup:
All dials can be changed mid-game. Changes apply to the next relevant event. Nothing is recalculated retroactively.
When starting a new campaign, you choose how your story begins:
Your character is defined by their core attributes, a set of skills, and the backstory you create. Together, these shape what your character is good at, what they struggle with, and how the world responds to them.
Every character has seven possible stats, rated on a scale from 1.0 (novice) to 20.0 (peak mortal). 21.0+ is supernatural territory.
Mundane characters have six stats. POT won't appear on their sheet and no supernatural rules apply. Characters with POT spread their capability across seven stats instead of six. Power always has a cost.
Your base stat modified by any active conditions. A character with STR 9.0 suffering a -1.0 injury has an Effective STR of 8.0. This is what's used for rolls.
Your backstory determines your starting power level:
These are starting points, not ceilings. You grow through play.
During creation, the GM proposes stats, skills, faction standings, and starting gear based on your backstory. You review everything and can adjust before confirming. The numbers should match the character in your head. If they don't, change them.
Not every world is all-human. Depending on your setting, you may choose from non-human species created during world generation. Each species comes with a physical description, cultural context, and potentially innate traits.
Not all settings have non-human species. If your world is all-human, this doesn't apply.
When you attempt something where the outcome is uncertain and failure matters, the system rolls dice. Routine actions (walking, eating, opening an unlocked door) resolve through narration without a check.
Your total = Effective Stat + Skill Modifier + Equipment Quality + Die Roll
That total is compared against a Difficulty Class (DC). The margin between your total and the DC determines how well you succeeded or how badly you failed.
Every check follows one sequence:
Fortune's Balance can be toggled off in difficulty settings, making every check a straight d20.
Results aren't just pass/fail. There are six levels:
A Simplified Outcomes toggle is available in difficulty settings, reducing this to binary pass/fail.
Some actions require two stats at once. Intimidation might use STR + CHA. A tricky repair might use INT + DEX. The two stats are averaged, and one skill modifier applies.
You can choose to fail before a roll is made. Useful for social situations, feigning weakness, or tactical retreats. Must be declared before any dice are rolled. Voluntary failures don't count toward skill progression. The system only grows you through genuine challenge.
Skills represent specific training or experience. They add a bonus to relevant rolls, making you more effective at particular tasks.
Successfully performing an unskilled task under genuine stress can discover a new skill, starting at 1.0. Available for use immediately.
Deep training set during character creation. These never change during play.
Three breadth categories:
Rules:
Stats and skills grow through play, but only through genuine challenge. Routine repetition teaches nothing.
The system invisibly tracks a progression credit for every resolved action based on how well you performed relative to the challenge. These credits accumulate behind the scenes and are processed during End of Day Reflection at your next Long Rest.
How growth works:
What earns the most growth:
What earns little or nothing:
At the end of each Reflection, you see a narrative scene weaving together your day's most significant moments, followed by a table showing each gain and the event that earned it.
Active Skills are tactical abilities you unlock through exceptional performance under pressure. They emerge from play, not from a creation menu.
Eligibility triggers during play when you:
At the next natural pause (rest, travel, conversation), you're offered 2-3 templates that match the triggering action. You pick one.
After your 5th Active Skill, new unlock triggers can enhance an existing skill instead of adding a new one. Each skill can be enhanced once for stronger effects.
Once per Long Rest, you can retire one Active Skill and pick a replacement. The retired skill is gone permanently.
Passive Masteries represent deep competence earned through repeated success in a specific domain. They alter how game systems interact with you. Unlike skills, they don't give flat bonuses. They change the rules slightly in your favor.
You can have any number of Passive Masteries, but each must be in a separate domain.
Combat uses the same core resolution as everything else. There's no separate "combat mode." When violence breaks out, the pacing tightens, consequences become more immediate, and positioning matters.
The game operates on three speeds:
The system shifts between these automatically based on what's happening. Combat always runs on Crisis Scale.
Each turn you get:
Conditions tick down at the start of your turn, before you act.
Your STR (melee), DEX (ranged), or POT (supernatural) adds a damage bonus based on thresholds. Higher stats hit harder, but it scales in steps, not smoothly. The system shows your bonus in the attack preview.
Spend your swift action to brace for defense:
You can aim for specific body parts at higher difficulty:
precise tag reduce the penalty.Battlefields are divided into zones, not grid squares. Each zone is a discrete area (behind the overturned table, the treeline, the narrow bridge).
Range states:
Zone tags affect tactics: cover helps stealth and ranged defense, elevated gives ranged bonuses, difficult slows movement, chokepoint limits how many combatants can engage at once, dark hinders vision, exposed penalizes stealth, hazard tags impose environmental conditions.
Players always act first. In multiplayer, players go in DEX order (highest first).
Enemies aren't just stat blocks. They have their own durability pools (tracked health), trained combat techniques, and innate traits. The GM telegraphs when an enemy is wounded, staggered, or near defeat — you won't be left guessing whether your attacks are landing.
Powerful enemies may use techniques similar to Active Skills: targeted strikes, defensive gambits, or area attacks. The system warns you when an enemy is preparing something dangerous, giving you a chance to react.
Stealth isn't just an ambush opener — it's a sustained state you can maintain across turns, zones, and encounters.
To go hidden, you need:
You roll DEX against the highest Awareness DC among nearby NPCs. Success means you're hidden. Failure means you're spotted — and nearby NPCs become suspicious or alert depending on how badly you failed.
Entering stealth costs your primary action. In combat, that means giving up your attack for the turn.
Once hidden, you stay hidden until something breaks it. You don't re-roll every turn just for existing in stealth. New checks are triggered by movement (entering a new zone), noisy actions (forcing a door, drawing a large weapon), or an NPC actively searching your zone.
You can move one zone per turn while hidden. Rushing (two zones) automatically breaks stealth — you can't sprint silently. Drawing or readying a concealable weapon doesn't require a check. Drawing anything else does.
NPCs have three awareness states:
Near-miss stealth failures (almost spotted) push NPCs to Suspicious. Direct detection or loud events push them to Alert. Suspicious NPCs who find nothing eventually return to Unaware.
Attacking from stealth gives you graduated benefits:
After attacking, you're revealed. You can attempt to re-enter stealth on a later turn if conditions allow — creating hit-and-fade tactics — but it costs your primary action and the NPCs will be on higher alert.
The environment is assessed as one of three tiers:
Terrain matters too: difficult terrain (rubble, swamp, branches) makes stealth maintenance checks harder because of the noise.
If you're sneaking with companions, the group uses the weakest member's stealth roll. Choose your infiltration team carefully.
Conditions are the system's way of tracking injuries, ailments, and ongoing effects. They reduce your Effective Stats, making everything that uses that stat harder until the condition clears.
Every condition has: a name, a penalty, target stat(s), a duration, and sometimes an escalation path.
Example: [Hobbled: -1.0 DEX | 2 Turns | ↓]
Cosmetic (no penalty) · Minor (-0.5) · Moderate (-1.0) · Severe (-1.5) · Critical (-2.0) · Catastrophic (-3.0+)
Turn-counted · Until Scene End · Until Long Rest · Until Triage/Treatment · Time-based · While a condition persists (e.g., While Over Capacity) · Permanent
Some conditions worsen over time if untreated:
Triggered by specific events: facing something vastly stronger than you, witnessing an ally's death, being ambushed, supernatural horror, being vastly outnumbered.
Everything you carry has weight, condition, and purpose. Your inventory is limited, so you'll need to make choices about what's worth hauling around.
Total inventory slots = your base STR + 5
Key rule: equipped items (what you're wearing and wielding) don't count against capacity. Only carried, stowed, and packed items use slots.
If carried items exceed your capacity:
+3.0 inventory slots, but everything inside counts as Stowed. One backpack max.
Every weapon has a Damage Modifier (how much it hurts on hit) and may have Tags (unlock tactical options). Hit chance comes from your stats, skills, and equipment quality, not the weapon itself.
There are 14 genre-neutral weapon archetypes. The names change by setting (a longsword in fantasy, a saber in Smoke & Steel, an energy blade in sci-fi), but the mechanics don't.
Tags are tactical options, not flat bonuses:
armor-effective - Reduces the target's armor protection. Extra armor durability damage. Maces, warhammers, crossbows.reach - Attack enemies in adjacent zones without entering their zone. Greatswords, spears, polearms.fast - Use the better of STR or DEX for melee attacks. Special dual-wield rules. Daggers, short swords.defensive - Bonus to defense while equipped. Longswords.precise - Reduced penalty for targeted attacks. Daggers, rapiers, sniper rifles.conduit - Cast spells through the weapon without switching grip. Enchanted weapons for spellblades.concealable - Can be hidden on your person. Harder for others to detect. Daggers, derringers.loud - Alerts all enemies in the area. Firearms, explosions.reload(X) - Requires X swift actions to ready after firing. Crossbows, bolt-action rifles.melee-capable - This ranged weapon works at melee range. Pistols, holdout blasters.Flat damage reduction on every hit. Fixed by type, doesn't change with durability.
Critical hits bypass armor entirely.
+1.0 defense at the cost of one hand slot. Not a weapon, not armor.
Hold a one-handed weapon in each hand. Use your swift action for an off-hand attack.
fast weapons ignore the penalty but require a Tier 2+ result on your primary attack to triggerIf either weapon has a slot cost of 2.0 or more, a -3.0 penalty applies to ALL attack rolls, primary and off-hand, for as long as both items are held. Failing to meet a weapon's stat requirement stacks an additional -2.0 on top. Technically possible, heavily penalized.
reload or two-handed aiming can't fire at melee range. melee-capable weapons can.Set at creation, never changes. Determines the item's max durability and quality bonus.
Crude · Rough · Common · Superior · Masterwork
Higher quality = higher max durability, better quality bonus (weapons hit more often, armor responds better, implements cast more accurately), higher price.
Items degrade with use through four states:
Important: quality bonus affects accuracy (hit chance), not raw damage. A Damaged masterwork sword hits less often but cuts just as deep.
Durability can be toggled off entirely in difficulty settings.
armor-effective weapons cause extra degradation.Depending on your setting, items may carry effects beyond the mundane: magic, cybernetic enhancements, advanced technology. All use the same framework.
Elemental weapons and spells apply secondary conditions based on how well you hit:
Enchanted items you find may be unidentified. You can see basic properties but not the enchantment. Ways to identify:
Some items may be deliberately misidentified, showing false properties.
Some areas dampen, suppress, or nullify enchantments and powers:
You're always warned before entering a nullification zone, and you always have options: alternate route, preparation time, or retreat. Items are never damaged by suppression. Effects resume when you leave.
Requires supernatural or tech capability, relevant skills, materials, and workspace. Enchantments can be transferred between items, but at real risk of losing the enchantment entirely.
This section applies only to characters with POT. Mundane characters can skip it entirely.
Same resolution system as everything else: POT + skill + equipment quality + die roll vs DC. The setting determines what "supernatural" means: magic in fantasy, psionics in sci-fi, divine gifts in religious settings. The mechanics are the same regardless.
Your magical domain (defined by your skills) determines which elements your offensive spells can produce. A character with Fire Magic produces fire effects. A character with a broad skill like Elemental Magic has wider options.
The lightest supernatural actions. Three tiers:
Cantrips can be used as a primary or swift action. The first 5 per rest period are free. After that, each additional cantrip inflicts minor POT strain (-0.2). This is a soft brake, not a hard stop.
Every supernatural action drains your Potency:
When POT runs low, cascading fatigue kicks in:
Both fatigue conditions clear at the end of a completed Long Rest, even if your POT hasn't fully recovered yet.
Mental Strain cannot be healed by magic or medical care. Recovery is time-based:
The difficulty dial affects how much of your deficit you recover overnight: Forgiving recovers nearly everything, Brutal recovers about two-fifths.
All non-cantrip spells require either an implement in hand or a free hand. Cantrips have no hand requirement.
Implements boost casting damage through a Channel Modifier:
Conduit weapons let you cast through your weapon without any equipment juggling. A spellblade with a conduit longsword and shield can attack one turn and cast the next.
When defending against supernatural attacks, you pick the stat that fits the fiction:
Saying "I disrupt their spell with my own power" is a valid defense using POT.
Enhancement spells temporarily grant a single enchantment category effect. One cast, one effect. If you want darkvision and fire resistance, that's two separate spells.
What you can grant:
Enhancement effects stack on top of equipment enchantments on a separate layer. Recasting the same effect refreshes the duration but doesn't stack the magnitude. Each cast costs strain and requires a roll that can fail.
Flight is a Major-tier Enhancement. While active, you ignore ground hazards and difficult terrain, are immune to melee from grounded enemies without reach weapons, and have an elevated position. When flight expires in a dangerous position, the system warns you one turn early, then forces a DEX check for landing.
Enhancement effects can be dispelled by enemies (contested POT check). Equipment enchantments can only be suppressed, not stripped. This is the key difference: spell effects are more flexible but more fragile.
Transformation temporarily replaces your stats, suspends your equipment, and gives you a creature form with natural weapons and potentially special abilities. Everything reverts cleanly when the form ends.
Seven archetypes:
Two cost tiers:
Damage taken in form carries over proportionally when you revert. A bear's toughness absorbs most of the impact, but you'll still feel it in your original body. The system warns you when the gap between your form's health and your real body's health becomes dangerous.
An enemy caster can attempt to transform you into a helpless creature. If they succeed, your stats are replaced with the diminished form's stats (very low), your equipment suspends, and you can't cast, speak, or fight effectively.
But you're not helpless:
When you break free, you return at your pre-polymorph health with all equipment restored. After any reversion, you gain 5 turns of polymorph immunity.
As you repeatedly cast the same type of spell under pressure, the magic becomes instinctive. The system invisibly tracks your casting patterns — a fire bolt cast again and again in genuine combat, a shadow binding used under stress — and when a pattern has been practiced enough, it crystallizes into a named spell.
When a pattern crystallizes:
After crystallization, the spell's modifier grows through the same End of Day Reflection system that governs all skill growth. Crystallization doesn't gate access — you can always attempt any spell your domain permits. It rewards consistency and practice with a mechanical edge.
You can summon a group of creatures that fights alongside you. The system tracks the group as one entity with one action per turn and a shared health pool.
Three modes at casting:
Summoned groups inherit your element domain. A fire mage's skeletons have fire-element attacks.
Sustaining a magical group locks a portion of your POT. That locked POT counts as spent for everything: other spell costs, Fate Checks, effective stat calculations. You're trading sustained magical investment for a persistent combat ally.
Physical groups (tamed animals, constructs built through crafting) require no POT. They're acquired through backstory or Extended Tasks with the right skills. Constructs are permanent and repairable. Tamed animals are permanent but their loss is genuine, not just a tactical setback.
You can have one conjured group and one companion at the same time, for a maximum of two allied entities.
Supernatural characters with the Dominion discipline can attempt to magically influence NPC behavior. There are four tiers, each more powerful and costly than the last:
All compulsions respect NPC personality. An NPC's core values, deepest loyalties, and hard boundaries cannot be overridden by any spell — at most, a compulsion can push against them, giving the NPC a strong chance to break free. NPCs remember being compelled, and repeated compulsion on the same target becomes increasingly difficult and damages your relationship.
When an NPC attempts a compulsion on you, it never overrides your choices. The effect is purely mechanical — stat penalties and movement restrictions — while you decide your own actions.
Your character needs food, water, and rest. Neglecting these basics has real consequences.
On Standard, Harsh, and Brutal difficulty, you consume 1 water + 1 ration daily.
Long Rest requires:
Long Rest is when most recovery happens. It also triggers End of Day Reflection (your stats and skills grow) and refreshes Active Skill cooldowns and item charges.
A few hours of focused rest. Reduces each condition's penalty by 0.3 — enough to fully clear Minor conditions. Also restores +0.5 POT for supernatural characters. Once per day, doesn't replace Long Rest.
When you sleep, conditions don't heal completely — they're capped down to a threshold based on how bad they got.
The difficulty dial shifts these thresholds. On Forgiving, even Severe conditions clear overnight. On Brutal, Critical conditions wake as Severe and require multiple days.
Medical treatment for when you need something fixed right now, mid-dungeon, before the next fight.
Same mechanics as triage, but for mental and psychological conditions (targeting INT, WIS, or CHA). Uses CHA instead of medical skills. No supplies required. Gives social characters a meaningful role during downtime. Does not work on POT/Mental Strain.
If any stat hits 0.0:
If you're deep in the Abyss of Zero at a safe location, you can fast-forward through rest and recovery without playing through each day. The system simulates day-by-day rest cycles, applying Long Rest thresholds and Short Rest reductions, until you're back on your feet.
Once per day, if any stat is at 0.0 or below, you can force it to 1.0 for one single action. Afterward, that stat takes a -1.0 penalty until Long Rest. Your one desperate shot when everything has gone wrong.
Death is rare, dramatic, and always your choice.
When your CON hits 0.0, the system makes a Fate Check:
D20 + your highest mental stat (INT, WIS, or CHA) vs Fate DC
The Fate DC is set by your difficulty level. Higher difficulty means harder to survive. If all three mental stats are also at or below zero, the bonus is 0 (never negative).
When your character dies, the AI narrates the death in full. Then you choose:
The death is undone. Narrated as a premonition, a flash of instinct, a moment where fate seemed to bend. State resets to just before the fatal event. The threat that caused the death still exists. Handle it differently this time.
The death stands. Your character's story ends. You choose:
This choice is always available regardless of difficulty settings. There is no pre-commitment to permanent death. You decide in the moment.
The new character is mechanically fresh. Legacy provides a narrative thread and one small advantage, not a power transfer.
Rewinds are tracked. The AI may weave it into the narrative: recurring premonitions, NPCs commenting on your uncanny luck. This is narrative weight, not mechanical penalty.
The world you play in is built during character creation based on your choices: genre, setting, storyteller. Once created, it's a persistent place with its own geography, factions, history, and logic.
The world remembers. Actions you take in one place can have consequences elsewhere. NPCs form opinions about you. Factions track your allegiances. The story evolves based on what you've done, not on a predetermined script.
Every world is unique to your playthrough. Even if two players pick the same genre and setting options, the specifics will differ: different towns, different NPCs, different conflicts.
Factions are persistent organizations: guilds, governments, criminal networks, religious orders, military units. Your standing with each ranges from hostile to exalted.
What moves your standing: completing tasks for them, offending them, helping their rivals, public actions that affect their interests. Faction relationships ripple. Helping one faction's ally helps you with both. Hurting a faction boosts their enemies.
Standing drifts toward Neutral over time if you have no contact with a faction. Extreme standings (Nemesis, Exalted) don't fade.
Tracked by the system with their own dispositions, memories, and agendas. Personal disposition is separate from faction standing. An NPC can personally warm to you even if their faction is skeptical (within limits). How you treat them matters. Word travels.
When you talk to NPCs, the quality of your argument matters, not just your CHA score.
The system classifies your approach from your dialogue. You don't select "Intimidate" from a menu. You talk, and the system figures out the mechanics:
Some NPCs have hard boundaries: things they will never concede regardless of your skill. No roll bypasses them. You discover these through conversation, through Assess, or by running into them.
The game doesn't hand you a quest log with checkboxes. Objectives emerge from the story: things you've committed to, problems you've encountered, threads you've chosen to follow.
Two types appear in your Objectives panel:
There's no wrong way to play. Follow the obvious hooks, ignore them and go exploring, or create your own goals entirely. The world responds to whatever you choose to do.
As you explore, locations are added to your map and glossary. The world contains things that aren't obvious: hidden paths, buried secrets, things that only reveal themselves if you're looking. Exploration rewards curiosity.
Some NPCs will travel and fight alongside you. A companion is a narrative ally with their own personality, capabilities, and opinions — not a second character for you to manage.
You don't control their inventory, stats, or turn-by-turn actions. You give general direction ("cover the door," "tend to the wounded") and they act according to their personality and capability. A cautious medic won't charge into melee. A loyal sellsword won't abandon you under fire.
You can have one companion traveling with you at a time, plus one conjured group if you're a supernatural character. Two allied entities maximum.
Companions can be wounded, incapacitated, or killed. Their loss is genuine — a companion who dies is gone. The world remembers them. You may encounter new potential companions through play, but they aren't replaceable parts.
Moving through the world takes time and resources. Travel isn't instant: distance matters, terrain matters, and what happens along the way matters.
Distance is measured in travel days, not miles. A travel day is roughly 8 hours of walking at a sustainable pace. Routes have a terrain type, a climate, and a danger level.
Nine terrain types, each with its own profile:
Routes can have a climate tag that modifies conditions: temperate (no effect), hot, cold, extreme hot, or extreme cold. Extreme climates increase fatigue, ration consumption, and can damage equipment.
Some routes have rail infrastructure, making ground vehicle travel even faster.
How much the system cares about your journey depends on the route and your difficulty setting:
Montage Mode (fast travel) - Time and rations consumed, brief narration, arrive at your destination. Used for safe routes and lower difficulty settings.
Structured Mode (leg-by-leg) - Journey divided into legs with checks each day: navigation, encounters, survival. Between legs you decide: press on, camp, change route, or turn back.
On Forgiving difficulty, almost everything is fast travel. On Brutal, every journey is an expedition. The same road, the same distance: your difficulty setting determines how much the system engages.
Known routes need no check. Unknown routes require navigation. Failure means detour, lost time, or stumbling into something you weren't prepared for.
DEX + relevant skill vs the lock's difficulty. Tool quality matters — masterwork lockpicks give a significant bonus, improvised tools impose a penalty. Critical failure may snap your pick in the mechanism, making the lock harder to attempt again.
Traps have a single difficulty that governs both detection and disarm. You may spot a trap passively as you enter a zone (the system silently checks your WIS), or actively by using Assess to scan the environment.
If you spot a trap, you can attempt to disarm it (DEX check). Clean success recovers components. Critical failure triggers the trap on you.
If a trap triggers, you defend against it using an appropriate stat — DEX to dodge projectiles, CON to resist poison. Defensive Commitment doesn't help against traps; they're environmental hazards, not attacks.
Puzzles are player-first: the GM describes the puzzle, and you can solve it directly by typing your answer. Correct answer = no roll, no time cost. The dice system is the fallback when you're stuck, not the default.
If you're stuck, you can request hints:
There's no auto-solve. You must either figure it out or pass a check on one of the available pathways. But puzzles should feel like the clever path, not the only path — the GM will include alternate options (bash the door, climb the wall, find another way) when they make sense.
Some objectives can't be resolved in a single check. Forging a weapon, studying an ancient text, fortifying a camp, decoding a cipher: these require sustained effort across multiple attempts.
Research doesn't make you hit harder. It lets you fight smarter.
Field experience counts too. Three critical successes against a creature type in combat reveals one piece of knowledge without any studying.
Every region has a Local Baseline (LB): the daily cost of common living in that area. All prices scale from this number. A frontier village has a low LB; a capital city has a high one.
Currency denominations change by setting (gold and silver in fantasy, credits in sci-fi, dollars in modern), but the underlying math is the same.
Prices are affected by:
Selling looted gear: base value reduced by merchant disposition. You can improve the deal with social skills. Faction standing affects the starting point.
Supply varies by region and changes over time. A war cuts off steel supply, weapon prices rise. A merchant caravan arrives, prices drop. The economy reacts to what's happening in the world.
Your setting determines which system applies.
All save and share features are accessed through the settings menu in-game.
Manual save points you can create and restore to. Up to 3 at a time. Drop a checkpoint before a risky decision, restore if things go sideways.
Download your entire game as a file. Load it back later. Useful for backups or moving between devices. Integrity-checked to prevent corruption.
Save your world in two modes:
Share a world snapshot with other players. They can start their own campaign in a world you built.
When you load a saved game, a "Previously On..." summary brings you up to speed on where you left off and what was happening.
## Every Hero Needs a Crucible.
Yours is waiting.
[START PLAYING]
© 2026 CrucibleRPG · Every hero needs a crucible.