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Write an interactive adventure book online

Fatum's workshop, in your browser, with nothing to install.

You write scenes, choices and characters; you decide on rules, dice and fights, or do without them; you test, you publish under your name, and your readers play from any browser, with or without an account.

Would you rather read what the engine can do first? Read the guide

Preview

Early access reserved for members

This module is in preview: it opens first to members who support JDR Ninja, before it arrives for everyone. Support the project to enjoy it right now.

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In short

Fatum is an online workshop for writing interactive adventure books, the choose-your-path kind where every choice opens another page. You write the scenes and the choices, declare your own rules if your story wants them, and publish the result on JDR Ninja, at an address that carries your name, for readers who play in their browser.

What is an interactive adventure book?

You keep everything

The text stays yours: you keep all your rights, and the site holds only a display licence (terms of use, section 4.1). You put your adventure in the catalogue or take it out whenever you like, and a deleted adventure is really gone.

Your readers find you

Every published adventure has its own address under your name and a place in the catalogue. A reader plays it without an account, their game is saved at every choice, and you see how many started, finished or gave up.

Free to start

Up to 5 adventures of 50 scenes each, with a cover, for nothing. The supporter tiers add images and languages; and if you stop supporting, nothing is ever deleted.

What it looks like

Two views of the workshop on La relève de Basse-Fange, the demonstration adventure: the same book, once as a graph and once as a manuscript.

The graph of your story

Every scene and every link between them, on one canvas. The inspector opens on the selected scene and says what a choice requires and what it changes.

The workshop open on the adventure's scene graph, the scene La cour selected and its inspector on the right.

Or along the text

The whole book as one document, the outline on the left, the choices between the sections. You write as in a word processor, and the graph follows.

The workshop's manuscript mode, with the scene outline on the left and, in the text column, the end of a scene, the choice that leads to the next one and the start of that one.

What you can write

The engine ships no game system: everything below is declared by you, and all of it is optional.

Story

Scenes and choices, conditional passages, multiple endings and achievements.

System

Values, resources, items, currencies, classes, traits, statuses and formulas, declared by you; dice tests, shops, fights played in rounds. None of it is required: a choice-driven story without a single roll plays just as well.

Languages

Up to five languages per adventure, one working language at a time, one cover per language.

Publishing

A preview that plays the draft, a validation report, immutable versions, the catalogue, an address in your name and reading statistics.

How it goes

  1. Create the adventure

    A title, a short description, and the workshop opens on an empty draft. Nothing is public until you publish.

  2. Write, in the graph or the manuscript

    Add scenes, link them with choices, write the text. Both views show the same book, and everything is saved as you type.

  3. Test with the preview and the validation

    The preview plays the draft from any scene and explains why a choice is hidden. The validation report lists what blocks publishing.

  4. Publish and follow

    Publishing writes an immutable version, at an address that carries your name. From then on, the adventure's page counts the games started, finished or abandoned.

Frequently asked questions

How much does it cost?

Nothing to start: up to 5 adventures of 50 scenes each, with one cover per language. The supporter tiers add images and languages, then lift the ceilings.

See the supporter tiers

Who owns what I write?

You do. You keep all rights to the content you create and publish; the site holds only a non-exclusive licence to display it (terms of use, section 4.1).

Read the terms of use

Do my readers need an account?

No. A reader opens your adventure's address and plays; their game is saved at every choice. With an account, a game in progress waits as long as it takes; without one, it expires after 30 days without an action.

How do readers find my adventure?

Through the catalogue, where every published adventure has its card, and through its own address, under your name, which you share wherever you like.

Can I withdraw my adventure?

Yes. You can take it out of the catalogue at any time: it stays playable for anyone who has the address, and you put it back whenever you like. You can also delete it, and a deleted adventure is really gone.

What happens if I stop supporting the site?

Nothing is deleted. Everything you have created stays readable, playable and republishable; only new additions beyond the free tier are refused, and the refusal names the tier that allows them.

Can I export my book as a PDF or print it?

Not today. An adventure is read online, in the browser, with the dice, the character sheet and the game the page keeps for the reader.

What do I see of my readers?

Totals, never people: how many games were started, finished, lost, abandoned or expired, with no name, no date and no identity.

Your first adventure starts here

An account, a title, a first scene: the rest is learned in the workshop, and the guide stays within reach.