Tabletop-style RPG for families · Ages 6–12
Play an adventure together. Let your child lead the way.
Explore illustrated worlds, meet intriguing characters and solve problems together. Choose an action or try your own idea. The game guides the adventure, and you roll the dice when the outcome is uncertain.
- No prep, no install, no RPG experience needed.
- Adapts to your child's age.
- Play together, or let them play on their own.
Explore new worlds
Bring your ideas to life
Meet memorable characters
Learn along the way
Pick your adventure
Pick a world to step into.
Every adventure is a complete story with its own places, people and problems. Look inside any of them, and play a moment of one, no sign-up needed.
- The adventure list needs JavaScript to show.
What happens next? You decide.
How the adventure works
One moment from an adventure, from the problem to what happens next.
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1 The story sets the scene
Step into an illustrated world. The game describes what's happening and introduces the people, places and objects around you.
Elira
Pip
The gameThe gate is opening. Elira can't leave the wheel, and Pip is trapped beneath a fallen beam. What will you do?
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2 You decide what to do
Explore your surroundings, talk to characters, and choose a suggested action, or type an idea of your own.
Suggested actions Help Elira hold the chain wheel Try to lift the beam off PipYour ideaI use my rope to secure the gate so Elira can help Pip.
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3 The game responds
The game responds to your plan. When the outcome is uncertain, roll the die and add your hero's strength and anything that helps. Your actions shape the next part of the adventure.
It holds!🎲 17+Might 2+
Rope 1= 20 · needed 13 ✓The gameThe rope holds! Elira frees Pip, but he has news: someone inside the keep is opening the gate…


Play on your own or decide together as a family. The game guides the adventure: no game master or preparation needed.
For parents
What you'll want to know first.
Adapts to their age
Vocabulary, storytelling and visual tone adapt to your child. Younger children can play with a grown-up reading along.
You choose the challenge
Choose a relaxed adventure or trickier problems with fewer hints, independently of age.
Playing together? The youngest player sets what's suitable in the story.
No chat with other people
Children don't talk to other players or strangers. The only conversation is with the storyteller and the characters in the story. No ads.
Small sums, big plans
Every uncertain moment is a little sum: the die, plus a strength, plus what helps. Children start choosing the tool that makes a problem easier, without being asked to.
Just a browser
Works on the phone, tablet or computer you already have. Nothing to install, and you can stop and continue any time.
A keepsake of the adventure
When an adventure ends, save it as a PDF book: the story, your child's own choices and the pictures, chapter by chapter.
How we keep it safe, and what happens to what your child types →
Pricing
One adventure, or a new one whenever you want.
Every adventure is a complete story of four to five hours, played over a few evenings.
One adventure
$19.99once
Yours to keep.
- One complete adventure of your choice
- Stop any evening and pick up where you left off
- Play it again from the start whenever you like
- A keepsake PDF book of your story
Monthly access
$29.99/ month
Up to 3 new adventures every month. Cancel anytime.
- Pick from every adventure in the library
- Adventures you've started stay open while you're a member
- A reminder by email before every renewal, and pause instead of cancel
- Your keepsake books stay yours, even after you cancel
Not the right adventure for your child? Ask within 48 hours of buying and we'll refund you. How refunds work
Prices in US dollars, including tax where it applies. A parent completes every purchase.
Questions
Frequently asked.
Is this Dungeons & Dragons?
No. Roll for Wonder is its own game. It shares the feeling of a tabletop adventure: a hero, a world to explore, and a d20 for the uncertain moments. It doesn't use the D&D rules and isn't affiliated with Dungeons & Dragons or Wizards of the Coast.
Do we need to know any RPG rules?
No. You read, choose or type what to do, and tap to roll when the game asks. The game keeps track of everything else.
Does every idea work?
No, and that's part of the fun. A good idea can make a problem easier, and the die still decides uncertain moments. A miss changes the situation instead of ending the game, and there's usually another way through. Each adventure has its own limits on what's possible in its world.
What ages is it for?
It's made for ages 6 to 12. Older children and teens enjoy it too, with harder problems to choose. Each family also picks the look of the pictures, Illustrated or Cinematic. The story's language, tone and what it may show adapt to the youngest player, and younger children can play with a grown-up reading along.
Does it use AI?
Yes, to tell the story. People write each adventure: its places, characters, clues, challenges and endings. An AI storyteller puts what you do into words and voices the characters inside those limits. Whether an attempt works is decided by the adventure's rules and the die. What players type is sent to our AI provider to write the reply, and the illustrations are made with AI image tools. More on safety.
How much does it cost?
One adventure is $19.99 and yours to keep. Monthly access is $29.99 a month for up to 3 new adventures each month, and you can cancel anytime. A parent completes every purchase.
Can we try it before we buy?
Yes. Play a short moment of an adventure right on this page, no sign-up needed. And if an adventure turns out not to be right for your child, ask within 48 hours of buying and we'll refund you.
What counts as one of the 3 monthly adventures?
Starting an adventure counts as one, and so does starting one again from the beginning. Adventures you've already started stay open for as long as you're a member, so an unfinished story carries over to the next month.
What happens if we cancel?
Your membership runs until the end of the month you've paid for. Keepsake books stay yours. An adventure you haven't finished waits for you if you come back, or you can buy it to keep.
Does my child learn anything?
Often, along the way. Objects in a room say whether they're real, from old stories, or made up, and historical adventures say which parts are invented. It's a game first.
Which languages?
English, Serbian and Italian, chosen when you start an adventure.

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