Say what you do
Attack, persuade, sneak, improvise, split the party, or ignore the obvious quest.

A player types what they want. InfinityDM turns it into rules, state, and consequences before the story moves forward.


The DM has your scene, party, facts, pressure, and next turn in one surface.
I use the silver key from Bellward Chapel, tell Mira to cover the bridge, and force the old gate.
The key fits because you found it in the chapel crypt. Mira moves above the bridge. The gate is warped by heat: Athletics DC 14 with advantage.
A player types what they want. InfinityDM turns it into rules, state, and consequences before the story moves forward.

Try anything. The DM keeps the agency, then applies rolls, costs, memory, and the next turn.
Attack, persuade, sneak, improvise, split the party, or ignore the obvious quest.
The table shows the check, DC, roll, actor, target, and effect when rules matter.
HP, items, allies, enemies, factions, promises, and open threads move with the story.
Pick a hero and a premise. The DM starts the scene and follows your choices.

Pick a hero and a premise. The DM starts the scene and follows your choices.

Initiative, HP, positioning, dice, and outcomes stay visible.
The trust hook is inspectable continuity: the DM carries forward concrete facts instead of relying on vibes.
Choose a table voice and ruling style without learning prompt syntax. Warm, lore-heavy, brutal, or rules-first.
Personality changes how the adventure feels, not just how the same answer is written.

Cinematic, generous, and friendly for first adventures.

Factions, prophecy, history, and long campaign memory.

Harder stakes, harsher consequences, and tactical pressure.

Clear rulings, visible checks, and consistent fairness.
NPCs, items, wounds, promises, factions, and open threads persist across sessions instead of being reinvented every chat.
Write what you actually want to try. The DM interprets the attempt, applies constraints, and lets consequences land.
Checks, DCs, advantage, damage, conditions, and combat state are surfaced when they matter, without making the game feel like accounting.
Not prompt syntax. Table controls a player actually understands.
Change the DM personality, tone, ruling strictness, story style, safety boundaries, and campaign premise. Bring your own hero or start from a ready one.
No download, no scheduling tax, no blank prompt.
Start with a ready hero, pick an existing character, or build your own.
Pick the DM personality, premise, tone, and how rules-forward you want the game to feel.
Pick a hero and a premise. The DM starts the scene and follows your choices.
Start free. Paid tiers are coming soon.
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Public beta plan
Free public beta plan. Features and reasonable usage limits may change.
Paid tier; launching soon.
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HP, inventory, allies, locations, promises, and threats remain part of the table after the scene changes.
The DM can narrate freely, but checks, rolls, DCs, advantage, and combat state stay grounded.
The differentiator is the campaign not falling apart after a few sessions.
InfinityDM is rules-aware and uses 5e SRD-style mechanics where applicable: checks, DCs, advantage, combat state, HP, and outcomes. The goal is to keep rulings visible without slowing the story down.
That is the core promise. The table carries forward facts like items, allies, threats, promises, and open story threads instead of relying only on chat context.

Pick a hero and a premise. The DM starts the scene and follows your choices.
Free to start. No credit card required.