Throughline
Open · guest passes available

Run the table. We'll hold the world.

Throughline sits behind your table live. It listens, thinks several scene-beats ahead, and draws a storyboard for each path your players might take next — all of them true in your world, waiting to be found. When they go somewhere none of the paths predicted, you improvise, and Throughline builds new storyboards that fold your improvised details into the story. The part of the game your players see is still all you.

Pay for your usage, or email for a guest pass and the first $15 is on me.

One minute: what it does while you run the table.

This is the dashboard, mid-session.

A real moment from a live campaign — the table is arguing about a barge, and everything below is what the GM could see.

A real checkpoint from a live session. Three paths the table could take next, each already true in the world — the players reveal the one they touch, and the others keep happening offstage. The gold glow marks the details the story is holding onto. On the right: names so far, the live transcript, and the private channel where the GM asked for that fight.

Is Throughline for you?

It's for you if

You're strong on the social side of the table — voicing NPCs, improvising, narrating, keeping the energy up — and what's hard is everything around it:

  • Holding a story together when your players do something you never saw coming
  • Long-arc planning across many sessions
  • World canon and callback discipline

Throughline works those parts with you, at the table, as they happen. The parts you're already good at stay yours.

Probably not, if

You're already a great GM who enjoys deep prep and does it well.

This is built to raise the floor for people who'd love to run something deeper than they have the time or practice to build alone.

How a session goes. Setup, listen, glance.

Two and a half minutes, start to finish: a campaign set up, a session run live, a fight built, and the next session opening where the table left off. Every screen is the real product; every branch, image and line of narration came out of a real campaign.

What it holds for you.

The campaign's memory, kept across a session and across months of them.

Between sessions

  • Every NPC you've voiced and what stuck — voice, motivation, the scar, the accent.
  • Every piece of canon revealed. Who knows what, said in front of whom, still open.
  • Callback opportunities: throwaway player lines that could be paid off, backstory hooks nobody has bitten.
  • Long arcs — the factions you named, the slow consequences of a choice three sessions back.

What it doesn't do

  • It never speaks to your players, never narrates, never appears in any form they see. You're still the only person at the table.
  • It doesn't run combat for you. It builds the fight — stat blocks for every side, a battle map, initiative and attack rolls ready — and you run it. Your rules, your rulings.
  • It doesn't decide how much you prep. That gets as light as you want: you can still write the world, the villains, the set pieces yourself and Throughline plans inside them — or you can walk in with nothing but a premise. Both work.

What it actually feels like. At the table.

During play, you improvise details the way you always have. Throughline treats each one as a commitment the story has made, and works out — ahead of you — how those commitments can resolve into one coherent plot.

Here's the situation every GM has lived. Your players are in a tavern. On a whim, you give the innkeeper a sparkle in her eye that doesn't quite read as natural. A player rolls Insight, and you narrate the unease:

"The sparkle lasts a beat too long. She sees your expression change, and for a split second something flashes — anger, maybe — then she covers it. 'Ale, was it?'"

If you have a plan behind that moment, it's a hook. If you don't, it's a debt: you've promised the table a thread, and now something has to be at the end of it. A campaign accumulates these debts faster than anyone can pay them down — that's why so many long games end with threads pointing nowhere.

With Throughline listening, the sparkle goes into the campaign's memory the moment you say it. Over the sessions that follow, it looks for the version of the story where that detail — and the twenty or thirty others you've planted — were always pointing somewhere, and it prepares the scenes that pay them off. When your players swerve, it re-threads the plot around what actually happened.

Good GMs already do this between sessions, with a notebook and a free evening. What nobody can do is re-plan mid-session, at the speed of play. That's the part Throughline covers.

Why this was built.

Ted, in a vest and bow tie, at a wedding

I'm Ted — an educator and software engineer. I play Fabula Ultima and D&D, and I run games in both.

I loved playing in my friend Ben's campaigns. Ben is one of the smartest people I've ever met, and he loved prepping. He built custom stories for us from scratch, and I got to grow up playing TTRPGs the way they're supposed to feel — open worlds, real narratives, the whole thing.

Then Ben moved away. Nobody in my friend group is remotely as good at it now, including me. Some of us try. None of us prep enough, because we're all busy. It's a bummer.

The specific thing that pushed me to build this: I told my friends I'd run a pirate campaign. They've been successful pirates for twenty years; the captain announces he's going to rob Smuggler's Bounty, a protected cove where the penalty for robbing other pirates is death; the next morning the captain takes a monkey as his wife. The captain is going insane. My friends were thrilled. I was thrilled. Then I tried to actually prep it the way it deserved, and realised I couldn't.

So I started wondering whether a tool could handle the parts I'm bad at — long-term planning and narrative coherence — and let me focus on the part I enjoy, which is running the table. It took a lot of iterations and some real game-design insight. But that's what this is. A system that helps you be a better GM. Cheap enough to be worth it. Doesn't replace any humans, which matters to me. And fun to use.

Start playing.

No waitlist, no early-access queue. Sign in and set up a campaign. The only thing to sort out is who covers the API cost of a session.

On me

Get a guest pass

Email me and I'll send you a pass worth $15 of usage, covered entirely. No card, no subscription, nothing to cancel — you redeem the code in the app and start playing.

Email for a pass

Or pay for what you use

A monthly subscription. The cap on what the system can spend is your plan price minus card fees, so a runaway session can never cost you more than you paid.

  • $13/month — the regular plan.
  • $4.50 — a smaller budget to try it with.

Open the app

A typical session costs well under a dollar to run. The pricing exists to cover that, not to be a business model yet.