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Adventurer's League Games
The D&D Adventurers League is an ongoing official campaign for Dungeons & Dragons. It uses the fifth edition Dungeons & Dragons rules, and features the Forgotten Realms setting and now Eberron. You can play D&D Adventurers League games literally anywhere. Players use the fifth edition rules to create a character and bring that character to games anywhere D&D Adventurers League play is happening.
- D&D 5e
- closes December 31
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The Realm Folded Tavern (RFT)
The doors of the Realm Folded Tavern are always open to those adventurers who seek it out!
The RFT is a D&D 3.5E community where participants take part in, and hopefully also run their own, missions and adventures of all lengths and concepts. It is not an 'anything goes' game, but we are pretty liberal in our character building limitations. There is no PVP in the Tavern itself, and it is frowned upon in missions; but if you want to test your skills we have an Arena too.The OGMW RFT ran for over 8 years, with hundreds of players and characters over its life, and we have now moved everything to the new RFT here on the new MW site.
Read the character guidelines, submit something for approval, maybe even offer to run a mission or two.
Fun and adventure awaits you at the Realm Folded Tavern!
- D&D 3.5e
- closes December 31
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- Personal Creative Hub
- closes August 22
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1E Starfinder Society- Official
Welcome to the (New) Myth-Weavers official chapter of the Starfinder Society organized play campaign.
The Starfinder Society Roleplaying Guild, part of Paizo’s Organized Play programs, is a worldwide science fantasy roleplaying campaign that puts you in the role of an agent of the Starfinder Society, an organization of explorers, archaeologists, and adventurers dedicated to discovering and chronicling all corners of the galaxy (and beyond). The Starfinder Society Roleplaying Guild is powered by the Starfinder Roleplaying Game.
- Starfinder
- closes December 31
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- Miscellaneous
- closes July 1
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SMARTAgentKC's D&D laboratory
Got a character race, class, build combo you want to test but don't want to commit to a full game? Got some homebrew that you've been cooking that you want to see in action but you can't because someone won't let you play that? You trying to learn the latest D&D but don't have a safe space to practice? Well folks the name SMARTAgentKC and I'm here to help you all out on that and much more, Come on in, grab yourself a mage armor enhanced lab coat, and a set of lab dice and let's get to work.
- D&D 5e
- closes April 30
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- Pathfinder 1e
- closes December 23
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The Dead City of Nortonia
A Pathfinder 1e game of stealth and might, brains and brawn.
- Pathfinder 1e
- closes April 29
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1-on-1 Games Hub
New members
- Everyone is welcome to invite new players.
Looking for gamers
- Put your looking-for-gm and looking-for-player advertisements (threads) in the Looking for tab.
- Close your ad thread immediately, discussions have their own place. The Looking for tab is a billboard, not a forum.
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Put the date you last modify your ad at the beginning of the thread title, so that everyone can instantly see each ad's 'age'.
- for example 2024.04 - rover's ideas
- You can update your ad any time, just update the date in the thread title as well.
- It is acceptable to just change the date in the thread title to the current month to show you're still interested, if the content of your ad is good as it is, but the date is quite old.
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If you want to keep the content of your ad, but it is not active, change its title date to 'inactive'.
- for example Inactive - rover's ideas)
Discussions
- Discuss the pre-game details in the Discussions tab. Or do it in private messages.
- General-interest topics like techniques, resources, solo game theory all come here.
- Freeform
- closes June 30
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- Pathfinder 2e
- closes December 23
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2E Pathfinder Society- Official
Central community for Paizo's Organized Play Campaigns- Pathfinder Society, Pathfinder Society 2E, and Starfinder Society.- Pathfinder 2e
- closes May 20
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A leap of faith
Looking to recruit one to two PCs. The game is set on an island in the Eye of the Eye of Abendego, the eternal storm of Golarion. There is no way off the island that the shipwrecked PCs know of. They are currently between a rock and a hard place, given that there's nowhere to run to. They are guardians and protectors of civilians shipwrecked with them... the game's economic core.
PCs are now 4th level.
- Pathfinder 1e
- closes May 3
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Vaults & Vows
Vaults & Vows is a freely available hack of the free game Ironsworn. This forum is intended to help interested parties find like-minded others to play Vaults & Vows games in cooperative mode.
- Ironsworn
- closes May 31
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Mist Unlimited
What is City of Mist?
City of Mist is a role-playing game of film noir investigation and super powered action. It is set in a modern world rife with crime, conspiracies, and mysteries. The protagonists are Gateways, ordinary people who became the living embodiment of a legend, their Mythos. While your Gateways may seek to strike a balance between the mysterious nature of their Mythos and their mortal aspirations, the powers within them always threaten to tear their lives apart. They have unwittingly become a part of a secret world of clashing stories, and soon other legends will come looking for them with demands.
Who are you?
In the shadows of shiny skyscrapers and derelict residential blocks, ancient stories and urban legends assume physical form, choosing mortal beings as their Gateways to this world. But the Mist, a mystical veil known only to a select few, prevents the unwitting denizens of the City from ever acknowledging the miracles they witness daily, hiding their true nature from one another. Distracted by their everyday hopes and fears, the people on the streets remain oblivious to the clash of mythical forces that drive and control the very life of the City.
You were an ordinary person—until the seed of the legendary awoke within you. Now you seek answers to questions about your powers, but the truth always seems to elude you. Yet at the same time, you still want what every human being wants: love, money, power, peace of mind. Together with your ragtag crew of gifted individuals, you work to reveal the powers operating in the dark smoky alleys of the City, just as those very powers seek you out for what you are. You will hit the streets in search of the strange cases, loose ends, and unsolved mysteries that will lead you to the truth, inevitably clashing with other legends in mortal form, agents of the powers beyond the Mist.
Be warned—the truth is as dangerous as the forces that hide it. Only when you find yourself sacrificing that which is dearest to you will you truly learn the answer to the ultimate question: "Who am I?" . But will it be worth it?
What this game is about?
Once, in the very beginning, there was only the City of Mist. The Mist started there, but its power and its oniric qualities could not be contained. Soon it spread with utmost speed, consuming all, like a malignant tumor. And now you live in a World of Mist. But the world did not change, everything looks exactly the same. Everyone lives their lives as before, don't recognizing the undeniable truth, that the world changed. Strange things started to happen and everybody just pretends to don't see them.
Most of them were harmless, but some dangerous, and some even lethal. Crimes and deaths of supernatural origin happen, but when the Mist intervenes, the authorities disappear, the police ignores and nobody really cares. Only you, and maybe others that have awakened like you, care. Those people that care about the state of the world founded a secret organization, the Light Beacon, the only option for those that want to know the truth. They are deeply unsatisfied with the current situation, and willing to take justice in their own hands.
You are about to embark in a journey of discovery that offers no way back.
You can find the free rules here.
Create your character at this thread after reading the guidelines.
- Powered by the Apocalypse
- closes April 28
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- D&D 5e
- closes May 1
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A Star Wars Text Adventure (Game #1) - 'A Matter of the Mind'
Hello there. 😀 Welcome to the galaxy!
Game One - 'A Matter of the Mind'
I’ve been running this specific campaign with friends for over ten years, starting way back in 2013. It will act as our 'test adventure'.
To start, I will introduce the basic mechanics of the game as we play. However, the original rule system will eventually be explained in the 'Rules & Guides' section.
We're using a Freeform Game System, so the rules will evolve significantly over the course of the adventure.
How does it work?
The game runs like a classic text adventure. Therefore, a name for each location will always be provided, followed by a simple description of the environment.
Gameplay is designed to generate an interactive fiction vibe. Hopefully, emulating this 'retro feel' will stir up nostalgia and inspire discussion. These out-of-character talks can be posted in the 'Session Zero' section.
This campaign is intended to remain a work in progress. Suggestions and requests are always welcomed, so alterations will absolutely be considered. Ideal changes will be made as needed, for flexibility has been crucial since the game’s inception.
So what’s the catch?
Ultimately, this game will be separated from others by character control. The main protagonist will be controlled by ALL players. This means text commands will be accepted from anyone and everyone. Hence, there’s no need to create a character before playing.
Occasionally, players will be asked to choose particular details about the 'shared' protagonist. These specifics will be added to the game accordingly. Controlling the adventurer can be thought of as a 'team effort'.
As mentioned, flexibility is key. It's quite possible for players to request control of specific characters. For example, an ally our adventurer meets along the way can be designated to a player, if everyone agrees.
Sharing a character?
Now, sharing a character may not be the norm, but that's the point. Players can bounce ideas off each other, or just forge ahead without consulting anyone. Also, when commands do clash, course correcting the protagonist becomes part of the challenge.
To elaborate, players can sabotage the plans of a teammate (whether intentionally or unknowingly). Some of the most amusing posts come from players attempting to 'course correct'.
Posting Text Commands
Text commands will be accepted chronologically, in order of earliest post to most recent. Remember, although this is a text adventure, your commands will be processed by a sentient being, so use your imagination and let your creativity soar. Humorous text commands are encouraged as well.
When playing, use the greater than symbol to indicate a command:
>
Any other text will be considered out of character.
Instances of the game will be posted in the 'Examples' section. Thanks for reading, and don’t hesitate to comment with ideas and/or inquiries.
May the Force be with us all.
- Freeform
- closes May 4
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Haint Coming Back
Long after The End descended upon the Old World... humanity started to rebuild itself, albeit wretched and forlorn. Survivors salvaged what they could of government in the form of the American Lands. They rebuilt roads, though in fewer numbers and inferior quality, and they reclaimed the skeletons of buildings. Nowhere does humankind rebuild so desperately as in the humid swamps of the Backwater, where humanity battles itself and the natural elements to survive. You are a warden here—a roaming peace keeper in the American Lands—protecting order at civilization’s southern reach. You travel the Old World’s crumbling roadways among mosquitoes and snakes. You tend to every small town’s big secret, and you quell strife between old families in a new era. Here in the bogs, you keep mutation at bay, ever-watchful for the wretched cousins of ancient humanity. You protect mankind from supernatural horrors that have only started to emerge.
Your journeys have brought you to the Lowcountry, the shattered sea islands haunted by pirates, old money, superstition and, of course, ghosts. They're used to the supernatural here, they've lived beside it since before The End--it had been here since the first peopling of the land and perhaps even before that. But...but something is stirring the pot. Old spirits are being roused. The newly dead refuse to sleep. There is a storm on the horizon, felt in your soul rather than being seen by your eyes.
One of three contacts in the region have requested your aide
- Mx X.- A spy from the Unified Government and nominally your direct superior as a Warden, Mx X is under cover as Miss Amelia Brown, a secretary for the captain overseeing the local garrison. X is concerned that these supernatural events might be the rumblings of some sort of uprising or invasion from unknown forces--right now X needs people on the ground to investigate and be plausible deniability should anything untoward occur.
- Reverend Yates- A priest from The Holy City of Charleston who is fearful after a number of exorcists sent to purge the spirits have instead vanished or killed by something beyond mortal ken. Yates is concerned that the rise in supernatural activity is a sign that his flock have been led astray by something sinister prowling the Sea Islands
- Doc Possum- A root doctor and local, her ancestors have been been a part of the Sea Islands since before The First Founding-- what the idealized written records have forgotten, the oral tradition of the Gullah Geechee have remembered. Possum knows that some sort of evil witchery is at play here, angering the spirits that she and her fellows have long worked to keep at bay. Her first and foremost concern is for the people of the Islands and their safety.
Expectations
We're still deciding on the rules here. Might use a prototype system based on the Ghost Wax Podcast, might use the Backbone system originally developed for Backwater, CoC, or might use something else entirely. We're mostly interested in doing something light and focused more on playing out the scenario over mechanics.
Characters are expected to have approximately the sort of know-how that a late 19th century American might with the exception that late 21st century ruins have provided occasional Technological Marvels (and Horrors.) You likely have no idea what a computer is, much less how to use one, but you may have heard that the butler at the Beauregard estate is rumored to be a Machine Man. You've never held a weapon more advanced than a 1887 Winchester rifle, but your great grandmother said she once saw a man turned to dust after being shot with a "queer bright light."
One way or another, however, you are a professional at dealing with...problems. Maybe you are a professional soldier or a paid mercenary, a priest from one of the New or Old Religions, a doctor with their trusty bone-saw and whiskey , an "inventor" rediscovering what the Old World took for granted, a hunter whose trophies include two headed alligators and a set of rougarou teeth , or perhaps an occultist versed in one of the many facets of the supernatural.
The Wards (what's left of the American states, reorganized into larger, less densely populated regions) are largely self governed, though nominally unified from the Capital at Providence-- the mysterious blasted ruins of Washington DC exist only as a source of fear and rumor or as a sacred lost holy land for the delusional Cult of the Founders. You don't need to know much about the state of the world beyond the local Backwater ward to play-- a place of feuding old families, pirates, and religion still hold sway while the rest of us just try to get on with our lives.
- Homebrew
- closes April 30
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The World of Elissar
THE WORLD OF ELISSAR
YOUR GRAND ADVENTURE AWAITS!
All is not well in Hengistbury. Children have been disappearing into the Weirwood; howls of an unearthly nature have been echoing across the Fogmoor; and Three-Fingered Jake has been spreading rumors of treasure and hauntings in the ruins of Brockendale Castle. All this aside, however, tonight is a warm, balmy evening. Many of the villagers are gathered in and outside the Bleeding Heart Tavern, and troubles seem far away.Well, except for that dragon in Skull Mountain...
Welcome to the World of Elissar; where we are about to embark on a journey of epic storytelling. As we tell the tale of how a handful of brave souls saved the kingdom. Our grand tale will be told in four memorable acts!
ACT ONE
The opening act will take our characters from levels 1-3, gently introducing the players to some of the new Advanced 5th Edition rules changes as we go. This act is geared toward introducing experienced players of D&D 5th Edition to the changes presented in Advanced 5th Edition Level Up.ACT TWO
But the journey is not so simple. To get there and succeed the party must win the hearts and minds of townsfolk, best fey of all sorts, overcome the trickery of fiends, fight corruption in ancient forests, travel the tunnels of Underland, and much more as they equip themselves with powerful artifacts for the battle of a lifetime!ACT THREE
Can they find the source of primordial wickedness before it engineers an even darker age to enshroud the world? What lies ahead includes spooky sandbox settlements, several dungeon crawls, and a dangerous finale filled with intrigue.ACT FOUR
This peace is soon to be shattered however as the local dabbler of the arcane takes his studies too far, undertaking rituals that will endanger not just Holdenshire or Endora, but Elissar itself!CHARACTER CREATION Character Creation & Play Guidelines: This document has everything you need to participate in one of my games. Includes rules for character creation guidelines and much more.
Character Creation and Play Version 3.0 - Files - Myth-Weavers
Character Submissions: You will also need to start a thread in the application thread for your submission.
If you have any questions about my rules for character building, setting, or any thoughts about character backgrounds, or to request that I review your character then you can do so by using the links below.Application Questions & Answers - Applications - Myth-Weavers
Setting Questions and Answers - Applications - Myth-Weavers
Generating Ability Scores: The first post in your character thread should contain your ability score generation and nothing else. To determine your ability scores, roll four 6-sided dice and sum up the three highest rolls. Repeat this process six times to generate your stats. If you are new to Myth-Weavers a guide to how to use the dice roller is available.Dice Tower - Articles - Myth-Weavers
Allocate these rolled numbers to your desired ability scores by noting them accordingly in the first post. Should the sum of your rolled stats be below 72, you have the option to exchange them for a standard set of scores: 15, 14, 13, 12, 10, and 8. If you use the standard array instead of your rolls please note that in the first post as well.
Character Thread Template: You are welcome to use the following template. It is designed to include all pertinent details about your character for quick reference by both the Narrator and yourself as the player. By keeping this post current in your character thread, you eliminate the need for a separate Myth-Weavers character sheet. Ensure that your posting template provides a link to your character thread for convenient reference. The character template should be the second post in your application.
Character Posting Template: The third post in your application should be your posting template. I have created one that you can feel free to copy and use if you like. (See Character Thread Template link above.)
FREE ONLINE RESOURCES Main Website
Level Up: Advanced 5th Edition (A5E) (levelup5e.com)
All the Rules
Character Creation Walkthrough
Character Walkthrough | Level Up (a5e.tools)
TECHNICAL STUFF Application Deadline: May 14th, 2024 midnight (US Central Standard Time)
Post Requirements: Minimum posting rate of two to three times per week.
Party Size: Looking for 5 players.
Can I submit more than one character?
No. I'm going to go ahead and limit it to one character submission per person. That being said, feel free to change your character concept as much as you want between now and the close date!- Level Up 5e
- closes May 14
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- D&D 5e
- closes December 31
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Trouble in Glimmer Pass
You, veteran adventurers that you are, have come to the thriving port city of Avonlin due to the call for aid. Each of you have come for your own reasons, but those are irrelevant to the people of Avonlin, much less their Lord, Leonardo. He only cares that the trade route between mainland, resource-rich Avonlin, and the port-capital of Avonlin remain undisturbed, a task which now falls to you. Something has been interrupting convoys and stealing pack animals or people from them without warning or trace. Only once or twice a month, but that it's happening at all is cause for concern. How will you discover the cause, and what will you do when you find it?
A short little adventure which sprung out of an idea I had a while back, there are several options for solving this issue. hope you enjoy it.
- Pathfinder 1e
- closes April 27
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Portal knockout.
You were going about your life, when suddenly a portal appeared. A hand stretched out of the portal and hit you with a club. Next thing you know, you're tied to the inside of a wagon with metal chains.
In this game, your characters will be expected to come from a variety of universes. Be they fictional, real life, or vague and ill-defined. This world has different laws of physics, and different laws of magic than most others, so a magic user or athlete from another dimension may have their skills reduced or increased, depending on the individual. Anything a character says about their home universe is automatically canon.
- Miscellaneous
- closes April 30
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Curse of the Crimson Throne
Welcome to Korvosa, a city that pulses with the echoes of ancient conflicts, its streets a living testament to the weight of destiny. Perched on the edge of a wild frontier, this city has withstood the tempests of history, its foundations forged in the crucible of fire and blood. It stands as a beacon of civilization in a realm of chaos, a place where the past and the present intertwine in a dance of intrigue and adventure.
Today, Korvosa stands starkly divided, a city of stark contrasts and glaring contradictions. In the affluent wards, ostentatious displays of wealth and power reign supreme, while in the crowded streets of Old Korvosa, poverty and desperation lurk in the shadows. The vast gulf between the haves and the have-nots, a chasm of inequality, colors every aspect of city life, shaping its culture, politics, and soul.
But amidst the turmoil and uncertainty, there is a beacon of hope. A band of heroes, their hearts filled with courage and determination, gather to confront a familiar foe and save the city from ruin. With strange magic and prophetic visions guiding their path, they embark on a journey that tests their courage, strength, and resolve.
In the face of anarchy and chaos, the fate of Korvosa teeters on a knife's edge. Will the rule of a new monarch bring about a new age of glory, or will it unleash a reign of terror and despair? The city stands on the precipice of disaster, waiting with bated breath for heroes to rise and legends to be born, the outcome uncertain and full of anticipation.
- Pathfinder 1e
- closes April 30
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Sinners
Who are you? You are a Sinner
And what is a Sinner? Well, that will take some time to explain.
Gamana, the world where we live, hasn’t always been like this, 817 years ago, at the end of the war of the gods, it was profoundly and irreversibly changed, most of the gods died and the things they had created disappeared with them; Edia and Ytar, the two remaining deities picked the broken pieces and repaired the world.
Every living being own their existence to Edia’s and Ytar’s efforts and for this we are eternally thankful but the world we live in now is not without problems and challenges, everything come at a price.
With the death of the gods, the magical energy disappeared, killing all the creatures that depended on it and bringing the world into chaos, Edia replaced the source of power, saving the day, but in doing so tied the world’s magic to one of her domains: curse.
Every act of magic inflict a curse, crafting a magical item could curse the caster, the item, or the shop, healing someone may curse the receiver, or the healer, creatures of magic develop/spread curses.
Over time people got used to this new way of magic, studied it's rules and finally adapted.
Scholars rank curses by intensity: low, medium, high and supreme , if two curses conflict with each other the one of lower rank become dormant, until they are no longer in conflict, the exception is a supreme curse, occasionally called Sinner Curse, which make all those inferior dormant all the times.
Through a ritual a person can dedicate their soul to Edia, embrace a sin and be granted the ability to absorb curses, this paired with supreme curses gave life to the figures known as Sinners.
Sinners are bearers of a supreme curse who dedicated their souls to Edia, becoming able to absorb inferior curses without ill effects, each kingdom handle sinners in their own way, in some places they are nothing more than servants, in others they are highly regarded for their services, in any case they have a key role in the modern society.
Monsters, that’s another problem that plague the life of the inhabitants of this world, there are plenty of monsters and they too are subject to curses, even more than people, they tend to acquire particularly quirky or crippling curses due to their strong connection with Edia, who is the goddess of monsters, sins and curses; since many monsters can spread curses like a disease, or carelessly cast magic, Sinners are often tasked to deal with them, not necessarily with violence, after all Sinners too have a strong connection with Edia and they can, sometimes, reason with monsters.
You are a Sinner of the kingdom of Barazin, currently living in the port city of Bewold at the south west border of the kingdom, in your country each Sinner formally belong to the Order of the Orange Glove, a knightly order created by the monarchy which allow the kingdom to call them when needed while granting them status and some degree of legal protection. Sinners are free to manage their own lives and many become professionals, running their own “cleaning” business, you are one of them, a particularly lucky, connected or successful one as you are a member of the Seven Roses, a prestigious and wealthy society of Sinners, one of the most influential in Bewold, however unfortunate events threaten to destroy the society, all your hard work and you.
Game elements:
Themes: Shades of gray morality, discrimination, everything come at a price, politics, comedy.
Starting level: 6
Map: will likely use roll20 for that
Looking for: 4-5 players, applications deadline 19/05.
- D&D 4e
- closes May 19
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Dirge for the Lost
Dear Evelyn,
I never thought I’d say this, but I miss your constant nagging. You were always the one reminding us to ration our supplies, to check the perimeter, to keep our guard up. But now that you’re gone, it feels like we’ve lost our compass. I remember the time we argued about whether to let that family into our camp. You were adamant that they were trouble, but I insisted on giving them a chance. Turns out, you were right. They stole from us in the dead of night, leaving us more vulnerable than ever. I wish I had listened to you more often.
There’s an emptiness in the camp now that you’re not here to fill it with your fire-sharp tongue and sharper wit. We might have butted heads more times than I can count, but I respected you, Evelyn. You were the glue that held us together, even when we were falling apart. And now that you’re gone, I can’t help but feel lost.
I hope wherever you are, that you can find some quiet to finally read your stupid fucking cowboy romance books that you carried with you all the time. Now I'm carrying them because they remind me of you, I even read through a couple of them. I have no idea why you liked them so much, they're all crap - but I guess it was just something to help you turn your brain off and shut out the rest of the world...
Rest in peace, Evelyn. We’ll do our best to carry on without you, but it won’t be easy. You were the heart and soul of this group, and we’ll never forget you.
Dear Luke,
I’ll be honest – I’m not mourning your death. In fact, part of me is relieved that you’re finally out of the picture. You were nothing but a burden to the group, always complaining and never pulling your weight. We tolerated you because we had to, for little Amy's sake, not because we wanted to. You were a bully, plain and simple, beating on her and anyone else when you didn't get your way, and I’m glad I won’t have to deal with you anymore.
I remember the time we were low on food, and you insisted on eating more than your fair share by stealing from the communal food supply. You didn’t care that others were going hungry; all you cared about was satisfying your own selfish desires. Making sure that number one was taken care of. Well, guess what? Now you’re the hungry one. Hungry forever, because you're a walking, rotting corpse that's missing its lower jaw and left leg. I think death liberated you; allowing you to finally show the monster that you were on the inside all along.
You were a liability from the moment you joined our group, and I’m not sorry to see you go. You were a coward, Luke, and now you’re paying the price for your disgusting chicken-shit behaviour. I won’t shed a tear for you; you didn’t deserve my pity when you were alive, and you certainly don’t deserve it now that you’re a freak.
Don’t expect me to think back on you or miss you fondly – you’re not worth the effort. I hope you burn in hell.
Dear Simon,
I never told you this when you were alive, but I envied your optimism. No matter how bleak things got, you always found a reason to smile. It annoyed me at times, I won’t lie. There were moments when I wanted to shake some sense into you, to make you see the harsh reality we were living in. But now that you’re gone, I find myself missing that unyielding hope of yours.
Remember the day we stumbled upon that abandoned bookstore? You were like a kid in a candy store, browsing through the shelves as if each book held the key to our salvation. I scoffed at your enthusiasm, dismissing it as foolishness. But now, as I sit alone in the darkness, I wish I had shared in your excitement. Maybe then, I wouldn’t feel so empty.
Your laughter used to fill the silence, reminding us that there was still joy to be found in this desolate world. I took it for granted, assuming that you would always be there to lighten the mood. But now that you’re gone, the silence is deafening. And I don't know if I have the drive to continue on any further...
I... I think I may be seeing you soon Simon, sooner than everyone else thinks. They're stronger than I am, but you were the strongest of us all. If even this nightmare took you away from us, if even this fucking hellhole beat you down and snatched your life away, then how are we going to make it? Huh? How?!
I... I pray to God it's better in the next life, and that I can hear your laughter once again once... once I cross over.
The Walking Dead is a popular post-apocalyptic horror franchise created by writer Robert Kirkman and originated as a comic book series first published in 2003 by Image Comics, expanding into various forms of media throughout the years, including a highly successful television series, novels, video games, and merchandise. Free League Publishing, a renowned Swedish tabletop role-playing game publisher, developed "The Walking Dead Universe RPG" in collaboration with Skybound Entertainment, the company behind "The Walking Dead" franchise using a more abstract rendition of their Year Zero Engine. The game was designed by Nils Hintze (Tales From the Loop, Vaesen) and Joe Lefavi (ALIEN, Blade Runner) as producer and brand manager, along with Free League's co-founders Mattias Haake (Symbaroum) and Tomas Härenstam (ALIEN, Blade Runner) who serve as editors and project managers.
In "The Walking Dead Universe RPG", you'll be thrust into a grim and perilous world where survival is paramount, and every decision can mean life or death. You'll step into the shoes of a survivor struggling to stay alive amidst the chaos of a world overrun by reanimated corpses, referred to by many names but commonly known as "walkers" in the show. But this game isn't purely about surviving and isn't just about avoiding the undead; it's about navigating a complex web of interpersonal relationships, moral dilemmas, and the constant struggle for resources in a world teetering on the brink of collapse. This is a game about decisions, and what effects your decisions will have for everyone in your survivor's life - and your survivor themselves. The challenges you'll face are never trivial, and they can appear from just about anywhere - from the lack of essential supplies, internal conflicts within your group, an approaching herd of undead hungering for your flesh and blood, or another hostile group of survivors looking to take what's yours.
There are two (technically three with solo play) ways to play the game - campaign mode and survival mode. Survival mode scenarios act essentially as one-shot adventures that immediately thrust you into a rather acute problem with pre-determined situations and characters - putting you right into a dramatic and dangerous encounter that must be handled immediately. Campaign mode, however, works akin to a creative writing session where the story is not predetermined and the goals, choices, and consequences that your characters create and endure while struggling to survive create a storyline. There are two ways to run a campaign as outlined, free play and seasonal play. Free play means playing session after session until something happens that makes it evident that the story has come to an end; it's more freeform and loose, providing a lot of freedom for all involved in how they'd like to structure the game. Seasonal play is more structured and contained, with an overall plan for a beginning, middle, and end that incrementally escalates as time goes on, with multiple seasons occurring throughout the length of the campaign. Each new season brings the chance for a fresh start, as new players can come and go - while current / remaining players can decide to continue playing their survivors (if they live) or start fresh with new ones, with new issues and challenges for the group to face. For this game, we'll be playing in a seasonal campaign format, allowing for a sense of progression and structured development while also providing dynamic opportunities for new beginnings and fresh challenges that compound over each other as time goes on until the big finale of the season.
Mechanically, the game functions in a very similar manner to other Year Zero Engine games like ALIEN, Mutant: Year Zero, Blade Runner, Tales From the Loop, etc. As a core mechanic, you roll a number of six-sided dice decided by the value of your base attributes and your skill combined. The more competent you are, the more dice you get to roll. Any roll of 6 indicates a success, and multiple successes will trigger powerful bonus effects. Rolls can be pushes, i.e. re-rolled, at the risk of the situation deteriorating from risky and bad to worse and perilous. The system itself is fairly abstract and focused moreso on the narrative 'role-play' end of the spectrum compared to 'crunchier' Free League games such as Twilight: 2000, but it is certainly brutal and unforgiving - capturing the essence of an undead apocalypse well.
I'm looking for five to six players to star as the central characters in the first season of Dirge for the Lost, set amidst the backdrop of the Southern Rocky Mountain region roughly a month and a half after the collapse of society. I am also looking for a Co-GM to assist with the running of the game and having to take over regarding a planned absence on my part. Backup players or applicants not chosen can continue to play in a solo or semi-solo capacity upon request, which I would be happy to oblige! Players do not need any localized knowledge of the region or lore knowledge of The Walking Dead, although that is great if you do. Experience is not required, although some familiarity with the general Walking Dead Universe is preferred.I intend this game to aim for a literate roleplay experience, meaning that posts should consist roughly between 2 - 5 paragraphs in response which should be interspersed with interactions, conversations, and inner dialogue; at minimum however, it should be a semi-literate experience with at least one paragraph responses; a paragraph being at least three sentences and an interaction with the game world. Due to the type of experience that I'm looking for in posts, a posting rate won't necessarily be defined or enforced as we all have those moments in Play-by-Post where we're waiting for a response to another post from a certain player or awaiting for the GM to move the scene along. We're also all busy people, myself included, and simply enjoy games like this to have fun. Players should, however, be actively engaged in the setting and in the narrative in whatever way they can, and should want to be a part of this game.
This game is intended to fall within the realm of a 'soft-R' rating. While we may explore mature themes, any content of a severe adult or graphic nature will be handled with sensitivity. Scenes of this nature will either 'fade to black' or be alluded to in a manner that maintains the comfort and enjoyment of all players. As with other Free League games, and The Walking Dead especially, this game will be a mix of faster paced action interspersed with player-led RP scenes; a focus on roleplaying and immersed horror writing being favored more, as combat in this system can be incredibly brutal - with one dice roll determining the fate of your character either from a walker bite or a bullet to the brain. Players in this game need to maintain the understanding that your characters will more likely than not die, often in horrific ways as is often the case in The Walking Dead media. That being said, life is precious, and I prefer that characters are more than cardboard cutouts. I encourage each player to think about character ideas and options and be prepared for multiple characters, with some depth, over the course of the campaign seasons.
Posts for this game will be made and hosted on Myth-Weavers, with OOC communication and coordination on scenes or roleplaying segments being done both through Myth-Weavers and Discord. Please feel free to reach out if you have any questions and/or concerns, and I hope to see you in the game and making wonderful, terrifying stories together!
- Miscellaneous
- closes May 10