Yes, and the qualifier matters: running a campaign is not the same as telling a story. A campaign needs rules applied consistently, dice that are honest, characters who stay themselves for months, and a world that remembers what happened. Aeveth is built around those four problems rather than around generating prose. Campaigns in the beta have run well past a hundred sessions in a single continuous world.
It is built for one player and no group. You play one character; Aeveth runs everything else — the world, every other character, the rules, and the consequences. Nothing needs scheduling, and a session can be twenty minutes or four hours.
No, and this is enforced rather than promised. Every roll is produced by a system randomness source outside the language model, before any narration is written. The result is committed before the outcome is known, so it cannot be nudged in your favour or against you. A critical failure at the worst possible moment lands as a critical failure — that is the point of rolling.
Yes. Characters, places, promises, grudges, inventory, injuries, geography and history are written to disk and reloaded every session. Specific facts are looked up from that record rather than recalled from conversation, and established state is checked against it — so a detail from session three is still true in session ninety.
It is not D&D. Aeveth plays Pathfinder 2e Remaster for fantasy, Starfinder 2e for far-future science fiction, and a post-apocalyptic system for the wasteland. All of it is open, ORC-licensed rules content, with no publisher trademarks or product identity.
No. You choose how much machinery you see. At the most relaxed setting you never encounter a die, a number, or a rules term — you say what you want to do in plain language and read the result as a story. At the other end you see every roll, DC and modifier. The rules run identically either way; only what is shown changes.
Yes, on separate dials: language, sex and romance, alcohol and drugs, violence, graphic gore, and cruelty. You set each one, and the limits are enforced by the system rather than merely requested of the model — a turn that exceeds what you chose is caught and rewritten within your rating before it reaches you. You can change any of them mid-campaign.
Freeform AI storytelling improvises everything, including the outcome of what you attempt. Aeveth is a game: a real ruleset governs what you can do, real dice decide whether you manage it, and a persistent record governs what is true. The trade is deliberate — you give up "anything can happen at any moment" and get a world that pushes back and stays consistent.
No. Words you type for your character are spoken exactly as typed, never paraphrased or improved. How much the Game Master fills in when you describe an intention instead of an action is itself a setting, from "my words, my moves" to a faster cinematic style.
Nothing during the private beta. It is small and self-funded, and play is paid for by the host, so there is no subscription and no card. Access is limited for that reason.
Yes — it runs in a phone browser and can be installed to the home screen. There is nothing to download from an app store.
Your campaign is stored separately from every other player's and is not shared with anyone. The Privacy Policy sets out exactly what is collected and how it is handled.
Ask. Requests are read by a person, not an automated queue, and the beta is deliberately small — so it can take a little time. Aeveth is for adults, 18 and over.