Say what you intend.
Describe the outcome you want in the fiction. Your purchased rules establish what your character can bring to it.
Build the character you mean. Shape the rules with the people you play with.
Each player describes a character’s choices. The DM describes the world and helps your group resolve what happens. SwordWeave gives those ideas reusable rules.
The moment before the dice
No list can anticipate everything you will try. Start with the situation and the rules your character owns. Then work out the attempt together.
Explore three approaches to the same moment.
The bridge is falling.
Your friends are still on it.
“I shape a crossing from the broken stone.”
How much stone, how far across, and for how long?
01 / The pieces of possibility
Begin with one rule. Combine it with another. Build a character whose mechanics belong to their story, instead of fitting a story around a fixed class.
Reusable building blocks
Buy the rules your character owns with Build Units: a domain, a verb tier, a die, a range, a bonus, a permission. Pieces can change numbers, grant permissions or describe a particular fictional ability.
Rules that work together
Group primitives into a reusable effect. Keep its mechanics together, then use it inside a capability or an item.
Your signature expression
Compile primitives and effects into a familiar action or talent for quick access. You can also compose new actions from owned pieces during play.
A story behind the mechanics
Lineage, Upbringing, and Manifest hold primitives and capabilities. Give the same mechanical possibilities a different place in your story.
Power with a place in the world
Put primitives, effects, and capabilities into equipment. The rules travel with the item, and its place in the fiction matters.
Build Units buy mechanics. Compositions make those mechanics easier to author, understand, and use. An owned primitive can be reused without buying it twice. Execution has its own agreed costs; a new capability card is not a new purchase of every ingredient.
02 / The rules meet the room
Every table develops its own rulings over time. SwordWeave embraces that. Keep the mechanics clear, then let your world, your group, and the moment shape how they play.
Venom poisoning and an overwhelming psychedelic can both be called “poisoned” while causing different consequences. Agree what this condition does, when it applies and how it ends; an effect can describe or mechanically define its particular expression.
Describe the outcome you want in the fiction. Your purchased rules establish what your character can bring to it.
Work out scale, impact, complexity, and consequences together. Clarify when each rule applies and what an imposed condition means here.
Let the agreed rules and rolls answer uncertainty. When the situation changes, adjust the intent and keep the story moving.
Core tenets
Keep these ideas close when you create a character, make a ruling, or try something nobody has written a rule for yet.
Discuss the stakes together, with the DM appraising the attempt. There are no spell slots: ambitious actions can cost vitality, or bring other consequences agreed at your table.
SwordWeave is a framework for judgment and imagination. Use its numbers as guides. Have fun telling a story; pursue the perfect build when that is the game your table wants.
Players and DM negotiate what happens, build on each other’s ideas, and share the spotlight. The aim is a story you enjoy making together, full of moments worth remembering.
Give exciting ideas a chance. Talk through what makes the attempt possible, what it risks, and how you will resolve it. Then see where it takes the scene.
The world lives in your shared imagination. Try the strange idea, invent the impossible place, and do the thing your group wants to explore.
Make SwordWeave yours. Bend the framework around your world and playstyle. Change a guideline whenever your group finds a way that serves its game better.
No formula can promise balance for every world, character, and situation. Agree what feels fair and fun at your table, and adjust as you play.
Know what you want your character to do, then create primitives, capabilities, and effects for that concept. Authoring your own pieces can be easier than searching the whole community library for a unique idea.
03 / From an idea to the table
Author something from scratch, explore what others have built, or roll for inspiration. Keep the parts that fit your character.
Create
Build rules, compose capabilities, and inspect every piece before it joins your character.
Open the workbenchDiscover
Explore primitives, effects, capabilities, heritages, and items. Find a starting point and make it your own.
Find your next piecePlay
Bring story and mechanics together. Review your changes, then return to the sheet you use at the table.
Open your rosterRead, make, play · v0.1 alpha
Three free core books, with light and dark PDF editions. Learn to play, run a session, or use the open reference to create your own.
Explore the booksPHB · v0.1 alpha
Learn to create a character, compose abilities, coordinate a shared round and carry the consequences.
Read the bookGM Guide · v0.1 alpha
Run your first session, review creations, author creatures and prepare encounters with practical worksheets.
Read the bookSRD · v0.1 alpha
A precise reference for the rules, 29 primitive families, construction procedures and compatible creation.
Read the bookBring the idea you cannot stop thinking about.
Start with a character. A strange gift. One impossible thing.
Then give it rules you and your friends can play.