From “I've never played” to mid-adventure — everything a new player needs.
You don't have to read any of this to start playing. When you create a campaign, check “I'm new — teach me as we play” (Tutorial Mode). The DM will explain each rule the first time it matters, suggest things you could try when you're stuck, and warn you before risky moves. Once you've got the hang of it, the DM will suggest switching Tutorial Mode off — the host can do that any time with the Tutorial Mode switch on the campaign page. This guide exists for people who like to read first, and as a reference for later.
Wyrdlyre is a voice-driven AI Dungeon Master. You speak (or type); the DM narrates the world, plays every character you meet, rolls the dice, and runs the rules. The loop:
The host clicks Invite players in the session toolbar. Friends with a Wyrdlyre account open the invite link and pick their character. Friends without an account can use the Guest code from the same menu — they enter it at wyrdlyre.app/join, claim a character, and they're in with no sign-up. Up to eight people can share a campaign.
Everybody talks, and the DM keeps track of who's who. When you join, the app asks “Are you in the same room as the table?” Players in the same room hear the DM from one shared speaker, so nobody hears it twice; players joining remotely hear it on their own device.
Wyrdlyre plays in thirteen languages, not just English. Set your language on your profile and every campaign you start uses it: the DM narrates, listens and speaks it, the voices are native ones, and hands-free mode listens for that language’s own wake phrase — say “Mestre” in Portuguese or “MJ” in French instead of “ok DM”.
A campaign plays in one language, chosen by whoever hosts it. If someone joins whose language is different, the host is asked once which one the table should use — nobody else has to do anything. Menus and buttons are already translated into Spanish and Brazilian Portuguese and follow the language on your profile; the other languages show English menus for now, but the DM still plays fully in your language.
Wyrdlyre runs the AI for you — you don't need your own AI accounts or API keys. If you already have provider keys, there's an optional plan that uses them instead; see the Pricing page.
Tabletop role-playing is collaborative storytelling with rules. One participant — the Dungeon Master (in Wyrdlyre, the AI) — describes the world and plays everyone in it. You play one character: a person in that world with skills, flaws, and goals. The DM describes a situation; you say what your character does; dice decide the uncertain parts; the story moves. That's the whole game.
The only skill you actually need is describing what you want to do. There is no wrong input. You never need to know a rule to attempt something — the DM translates your intent into the mechanics.
When your character attempts something with a real chance of failure — leaping a chasm, picking a lock, persuading a baron — the DM calls for a check: roll a twenty-sided die (a d20), add your character's relevant modifier, and compare the total to a difficulty number the DM sets. Meet or beat it, you succeed. In Wyrdlyre, when the DM asks for a roll a Roll requested card appears — tap its Roll button and the dice tumble on screen. The app adds your modifiers and tells you how it went, so you never have to do the math.
Sometimes circumstances help or hurt: advantage means roll two d20s and keep the better; disadvantage means roll two and keep the worse.
Six ability scores describe what your character is naturally good at: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each gives a modifier (roughly −1 to +5) that gets added to related rolls. Hit points (HP) are how much punishment you can take; armor class (AC) is how hard you are to hit. Your class (fighter, wizard, rogue…) determines the rest. The sheet looks dense; in play you only ever touch one number at a time — and the DM finds it for you.
When a fight breaks out, the free-flowing conversation becomes turns. Everyone rolls initiative (a d20) to set the order. On your turn you can move and take one main action — attack, cast a spell, dash, hide, help an ally, or anything you can describe. Attacks are a d20 roll against the target's AC; hits roll damage dice. When you drop to 0 HP you're not dead — you're dying, and your allies have time to save you.
Spellcasters power their spells with spell slots — a budget that spends down as you cast and refills when you rest. A short rest (an hour's breather) lets you patch yourself up; a long rest (a night's sleep) restores you fully.
That's genuinely all you need. Everything deeper — conditions, saving throws, opportunity attacks — the DM will teach you at the exact moment it first matters, if Tutorial Mode is on.
Part IIIA condensed reference, paraphrased from the System Reference Document 5.1 (see credits). The DM applies all of this for you — this table is for the curious.
d20 + ability modifier (+ proficiency, if trained) vs. a Difficulty Class (DC).
| Task feels… | Typical DC |
|---|---|
| Easy | 10 |
| Moderate | 15 |
| Hard | 20 |
| Nearly impossible | 25+ |
Saving throws work the same way, but resist something happening to you (dodging a fireball, shaking off a charm). Advantage / disadvantage: roll two d20s, keep the better / worse. They don't stack, and having both cancels out.
| Condition | In short |
|---|---|
| Blinded | Can't see — your attacks have disadvantage; attacks on you have advantage. |
| Charmed | Can't attack the charmer; they have social advantage on you. |
| Frightened | Disadvantage while the source is in sight; can't move closer to it. |
| Grappled | Speed 0 until you break free. |
| Poisoned | Disadvantage on attacks and ability checks. |
| Prone | Melee attacks on you have advantage; ranged have disadvantage. Standing up costs half your movement. |
| Restrained | Speed 0; attacks on you have advantage, yours have disadvantage. |
| Stunned | No actions; attacks on you have advantage. |
| Unconscious | Helpless; melee hits on you are automatic crits. |
| Rest | Time | You get back |
|---|---|---|
| Short rest | 1 hour | Spend Hit Dice to heal; some class features recharge. |
| Long rest | 8 hours | All HP, half your Hit Dice, all spell slots. Once per day. |
Wyrdlyre's baseline rules are the System Reference Document 5.1 — the portion of the world's most popular tabletop role-playing game released by its publisher under a Creative Commons license. When you want the complete, authoritative text — every spell, monster, and edge case — it's free:
Your table can also override the baseline: the campaign's house rules field tells the DM how your group plays, and those rulings always win. You can also set one-off rules for a single session in the House rules (this session only) box when you start it.