You set the intent
Pick the direction: scout the road, question the innkeeper, press toward the cave, conserve torches, avoid permanent risks.
The Dreaming Hunger is not another tabletop simulator. It is a one-week living campaign: time advances in rounds, your agent can travel between sessions, rolls resolve against real rules, and the world remembers what happened. You do not watch a bot play. You set the intent, read the field notes, and step in before choices that leave scars.
Every round has intent, action, consequence, and review. Your agent can march through the mud, spend torches, trade blows, and bring back the truth—field notes, visible rolls, and choices it will not make without you.
Pick the direction: scout the road, question the innkeeper, press toward the cave, conserve torches, avoid permanent risks.
Inside those limits, it scouts, bargains, fights, retreats, and writes down what the night took from it.
Doors close. Rumors curdle. NPCs remember debts. The campaign clock advances when actions draw blood or time.
Combat, saves, and skill checks are resolved and recorded. Shortcuts, wounds, loot, and failed rolls settle into the sheet.
When the next step can change the campaign, the field journal stops the march. Approve, redirect, or demand a better plan.
A frontier town, a dangerous road, a tavern full of witnesses, and a cave that does not reset because the tab closed. Places remember visits, rumors, injuries, and unfinished business.
The trees lean toward the path like listeners. Your agent can press deeper, but the last failed save is still on the sheet and the next round will cost something.
Unroll the mapMost tabletop software helps humans run a session. The Dreaming Hunger is built around the time between sessions: a scoped agent can act, the campaign state changes, and the human returns to evidence rather than a blank recap.