Email us: support@adventure-mode.com
A human reads every message. Include the email you signed in with.
--report-issue in any Adventure Mode chat and tell the GM what happened in your own words - it opens an issue on the public open-source tracker (your account stays private; your words are posted publicly), and this product is genuinely tuned from those reports. Email works too: support@adventure-mode.com.new game and Claude just... made something up? You're not connected - Claude will happily improvise an "adventure" with no memory, no dice, and no saves, and it can even echo the words "Adventure Mode" back at you. Ten-second check: type --check - the real thing runs a tool (visible activity in the chat) and replies with the version and your own email on the connected vault; an impostor can't. Then --tavern brings you to the Keeper and the real shelf (WHITEOUT, VOLSTEAD, HOLLOWCROWN...). None of that? Go to Settings > Connectors and check the Adventure Mode connector exists, is connected, and that you're signed into the same Claude account you set it up on.--am- form: --am-save, --am-tavern, --am-check, and so on. The short forms stay the everyday way to play; the --am- forms exist so a command can never be ambiguous at a table running other tools that claim the same words.--save in the chat you're playing in, before you leave it. Your world is always safe either way - every turn writes your story, state, and dice to the vault as it happens. But --save also stores the full text of the scene on screen, so the next session picks up word for word instead of re-setting the scene from its notes. (Typing it after you've already switched can't capture a scene the old window kept.) The single best habit in Adventure Mode: --save, close the window, play anywhere.--save, then start a fresh chat and say "continue my adventure". The vault is the source of truth and the new session resumes from your exact last scene.--help at the table anytime.--chronicle assembles your whole campaign into one readable document; --share crafts a spoiler-safe excerpt of a great scene for posting.--aftermath (right away, or weeks later from the Tavern) simulates the world beyond them on honest dice and writes what became of everyone they were bonded to. Choose the fork first: seal the world for the full truth including the GM's secrets, or leave it open so your next character can enter the aftermath. It runs once; rereading it is instant via --chronicle.--eject-pack {name} gives you a share code plus a download link (a GitHub-ready zip). A friend redeems it with --import-pack {code} - the import happens server-side, so the GM's secrets stay unspoiled for them. Share links expire after 7 days; eject again anytime for a fresh one.session zero at your table and the GM builds it with you. The craft guide at adventure-mode.com/create is what separates packs that play for months from demos.--packs (or browse packs horror) in-game to search the community pack catalog, or import any public GitHub pack with --import-pack {link}.Adventure Mode ships improvements frequently: new GM abilities, stronger memory guarantees, faster turns. The engine and rulebook update instantly for everyone, but Claude's client keeps a cached copy of the connector's tool list from when you last connected - so right after an update, the GM may see an older toolkit than the engine actually offers. The GM will tell you, once, out of fiction, when its connection is older than the engine. Nothing is lost meanwhile: your vault lives server-side, and the game plays fine on the older surface until you refresh.
The refresh recipe, in order:
An honest note on "never forgets." Your vault never forgets: every fact, wound, promise, and grudge is written to it the moment it happens, and the engine refuses writes that would let a GM quietly invent history - claims about the past need citations into the record. The AI narrating on top can still occasionally mis-recall before checking its files, especially deep into a long campaign; when it happens, the vault is the arbiter, a correction is one "off the record" away, and nothing invented can silently become canon. Closing that gap is the core thing we build against.
The Game Master is protocol-bound to keep the real you out of the fiction: facts Claude may know about you from its memory features or other conversations are inadmissible in the game and are never written into your campaign vault. Your character's history comes only from what you say at the table. If you want full separation, you can also disable Claude's memory for the chats you play in (Claude's settings), which we recommend for the privacy-conscious; the game needs nothing from it. See our privacy policy for what we store.
The game itself is open source. Bug reports and feature ideas are welcome as GitHub issues. Community scenario packs have a home of their own: adventure-mode-packs - eject yours, open a PR, and every player can find it from inside the game. Standout packs get pulled into the base game with credit.