Guide
How to Play
Everything happens in Discord. You type what your character does, and the AI Dungeon Master narrates back the world, the consequences, and the dice. If you've played a tabletop RPG, it's that, in chat. If you haven't, this page is all you need.
First, set up your campaign
Before the first session, the Host runs /setup to open a short setup thread where the group answers a few questions about tone, pacing, stakes, narration style, and the mix of combat, exploration, and roleplay. When the interview feels complete, the Host runs /finish-setup to lock it in. If the DM cannot finish yet, it says what is still missing. Run /setup again any time to change it. Players join the game when the Host runs /invite, and a session needs at least one other invited player.
The shape of a session
- 1
Begin
The Host runs
/begin-sessionand a dedicated thread opens, numbered like a chapter. Everything that session lives in that thread. - 2
Play
Type what your character does. The DM narrates back, asks for rolls with dice buttons, runs combat, and keeps sheets, quests, and the world up to date as you go.
- 3
End
The Host runs
/end-sessionand the thread archives. The story becomes a published chapter, and the world remembers what you did.
Talking to the DM
Just type
Inside a session thread, every message reaches the DM. No prefix, no mention, just say what you do. Outside a session thread, the DM does not answer.
The DM takes a moment
You'll see a typing indicator and a small reaction on your message while the DM works. Slow replies are normal: it may be rolling dice, consulting the rules, or updating sheets before it answers.
Dice are buttons
There's no roll command. When a roll is needed, the DM posts a card with a button. Click it and the card updates with your total. If the roll isn't yours, you get a private note and the card stays put.
When the DM asks you
Direct questions arrive as cards with option buttons, plus a button for a freeform answer. Only the player asked can answer.
Combat
- 1
Initiative
When a fight breaks out, the DM posts roll buttons for initiative. Click yours and the turn order builds itself.
- 2
Your turn
Describe what you do in plain language: swing, dash, cast, improvise. The game itself enforces turn order and action economy.
- 3
Advance
/end-turnends your turn./next-turnconfirms an NPC's turn and moves on. Pull up the battle map any time with/board. The DM ends the fight when it's won or lost.
Check /turn-order any time to see where the fight stands.
Every command
Type / in Discord and these appear. Commands marked Host are for the campaign's Host, the friend who runs the game.
Session
/begin-sessionHostStart a new session in a dedicated thread
/end-sessionHostEnd the session and archive the thread
/setupHostSet up your campaign: tone, pacing, and style
/finish-setupHostFinish setup and lock in the style
Gameplay
/play-asHostSpeak as a player character
/level-upHostAsk the DM to review the party for a level up
/end-turnEnd your character's combat turn
/next-turnConfirm an NPC's turn and advance combat
/endcombatHostEnd the current combat encounter
/turn-orderView the current combat order
/boardShow the current battle map
/remember-thatLog a noteworthy moment to the session history
Characters
/character-sheetView a character sheet
/spellsYour spell list and slot usage
/inventoryYour items and coin
Rules lookup
Instant answers with autocomplete.
/spellLook up a spell
/conditionLook up a condition
/itemLook up a magic item
/classClass overview, levels, and spell list
/raceLook up a race
/featuresList a class's features
/featureLook up a single class feature
Campaign admin
/inviteHostInvite a player to the campaign
/kickHostRemove a player
/walletHostView your remaining balance
/bountyHostBrowse today's bounty board
/musicHostTurn voice-channel music on or off
Utility
/helpThis reference, right in Discord
/feedbackSend feedback to the developer
Playing well
- One action per message. Declare it, let it resolve, then react to what happens.
- Speak in character or out of it, both work. The DM follows your lead.
- Let the dice land. Failure moves the story somewhere new, and the DM plays fair.
- When a moment matters, run
/remember-thatso it makes the session history. - Give the DM a moment to finish before piling on. One clear message beats three fragments.
- Keep side chatter in the main channel. Inside the session thread, everything reaches the DM.
- Leveling is milestone based. When the story has earned it, the Host runs
/level-upand the DM reviews the party. - The Host runs the campaign. Sessions, invites, and pacing calls are theirs, so let them make the call when the group is split.
After the session
Every session leaves a record. A narrated recap chapter is written and published to your campaign's public page, and the Dawn's Reach Chronicle covers your exploits as in-world news. And somewhere along the way, your campaign may outgrow its working title and earn its true name, revealed with a chapter.
The world keeps what you find. The places your party charts and the people you meet persist across sessions, and after each session your discoveries flow into the shared world every campaign plays in; what you leave behind awaits every other party. The map has room for only so many legends: once in a while, a place your party uncovers claims a permanent spot on the world map, revealed to the whole realm.
Set the mood
With the party gathered in a voice channel, the Host runs /music on and the party gets a soundtrack. The DM scores the game on its own, shifting between eight moods as scenes change: tavern warmth, road songs, creeping mystery, boss-fight thunder. Run /music off any time to stop it.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
SRD content has been reformatted and reorganized for use in the Service. Loot & Glory is an independent product and is not affiliated with, endorsed, or sponsored by Wizards of the Coast.