Safe to hand to a curious kid, still a real adventure for the adults
Adventures start kind. No graphic content, no adult themes, no gore. You set the tone and intensity for your table, and the game master stays within those bounds.
Family-friendly by default
Every Lorekeeper account starts with family-friendly content. The game master is instructed to stay warm, exciting, and appropriate for all ages. No graphic violence, no adult themes, no content that would feel out of place in a children's adventure novel.
This is a system-level setting, not a filter applied after the words are written. The game master knows from the start what kind of story it is running.
You can make the game edgier, but you have to choose to. The default is safe.
What the defaults include
Set the feeling of the world
Different tables want different moods. A cozy village mystery is not an eerie descent into the dark, though both can be family-friendly.
Cozy
Warm, low-stakes, kind
cozy tone
Heroic
Bright, brave, sweeping
heroic tone
Mysterious
Puzzles and secrets
mysterious tone
Swashbuckling
Daring and quick-witted
swashbuckling tone
Eerie
Uneasy, never graphic
eerie tone
Tone can be set before you start and changed at any time during an active campaign.
How much weight the world carries
Intensity sets the stakes and the darkness level, independent of tone. All intensities stay family-friendly.
Gentle
For younger or new players
Peril is soft, consequences are light, and the story leans warm throughout. Good for younger players and first-timers.
Standard
Classic tabletop adventure
The classic adventure feel: real stakes, meaningful choices, and consequences that matter. The default for most tables.
Gritty
Tense, still family-friendly
Darker atmosphere, harder choices, and a sense that the world has edges. Still family-friendly, never graphic.
Kind refusals, no lectures
When a player request crosses the line for the current settings, the game master gives a gentle refusal and offers a wholesome alternative. It stays in character. The narration continues. There is no broken immersion, no scolding.
The game master does not explain why it refused. It simply steers back to the story, naturally, the way a good human game master would.
If the same kind of request appears repeatedly, the game master notes it quietly and keeps steering, without escalating.
Example in play
Player
I try to hurt the innkeeper badly.
Game master
The innkeeper steps back, hands raised, and offers to tell you everything he knows if you leave him be. He looks like he means it. What do you do?
The game master redirected without commentary. Play continues.
Controls on every account
Content settings are easy to find in your account, not buried in a settings sub-menu. You can change them before an adventure, during a session, or any time you like.
Adventurer and Guild subscribers have access to the full range of tone and intensity controls. Free plan accounts run on the default family-friendly settings.
Set before every adventure
Tone and intensity appear on the adventure start screen. You choose once per session, and can change mid-campaign.
Visible in your account
The current settings for every campaign are shown in the campaign manager. No hunting through menus.
No lock-in
Change settings any time. A campaign that was standard can become gentle if younger players join the table.