Game Directory
All Games
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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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- Empire!
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The GURPS Hub
If you are GURPS player or GM, please join to help create and strengthen the GURPS community here on Myth Weavers.
If you are curious about GURPS or want to try out a new system, come join us as well. All are welcome!
- GURPS
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- Pathfinder 1e
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- Personal Creative Hub
- closes August 22
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Lords of Creation - Divine Compact (Always Recruiting) [NEW DISCORD LINK FOR OBSERVERS!]
(6/25/2024) NEW DISCORD LINK FOR OBSERVERS: https://discord.gg/3EehKWpU
Build a world with a number of other players!
We are always recruiting to look over the rules and if your interested join in and submit a character of your own! The rules can be found here: https://docs.google.com/document/d/1yzIN2cyC7ykYnuMU8sE7BRXR4-BzTNPBruMQNOcbTu4/edit?usp=sharing
Current Moderators are: AlexanderML, Athedia, and Fuzzy Math- Miscellaneous
- closes July 4
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Empire!4 Reloaded: A nation and world building game [Discord]
Empire!4 Reloaded
GMs: PotatoPriest, Zayuz, Avonthes
With special thanks to Rolepgeek, Minescratcher, Lleban, and Tentreto for writing the rules,
Rolepgeek, Minescratcher and Tentreto for writing some of our lore posts,
And the fantastic Lleban for the map.
Welcome to Empire!4 Reloaded! This is an offshoot of the Empire! series of play-by-post worldbuilding and nation building games. The current main title in this series is Minescratcher’s Empire!8. This offshoot game is aimed at recruiting newer players and giving them a classic Empire experience with a simpler and more archaic rule set. If you were a player in Empire 1, 2, 3, or 4, we love you but you are ineligible to play in Empire4! Reloaded.
We aim to recruit around 20 players, and recruiting will remain open until we do, though the game is scheduled to begin on May 26.
Setting
One hundred years ago, Dejan the Golden arrived at the site of his final conquest. He had fought in every corner of the known world; broke bread and bones with every people, and united them all under a single banner. His empire, powerful and vast, was to bring an eternal peace to the varied lands of Emjata - but it was not to be. On the eve of his final conquest he was struck down by a bolt of lightning from the sky, and since that day the Avakonian Empire has been in a spiral of decay and misfortune that has allowed new powers to spring to life, as well as the reassertion of the old that have been trampled by the great conqueror. Nobody knows why Dejan was smote by lightning: some say that he was struck down by the gods for his hubris. Others claim the powerful magic of a jealous rival. Others still whisper that in his great valiance he was uplifted to divinity itself, but with time the truth has only become more obscured.
Welcome to the lands of Emjata, where the world once conquered and ruled by the glorious Avakonian Empire has begun to fracture and collapse under the weight of its complexity and decadence. EMPIRE! has the player take on the role of a faction that controls land, resources, and military might over many generations of rulers, the form of which can be as you please. Forge history with and against your fellow powers! As this is a collaborative worldbuilding game, but also a social strategy game, be ready to fight while remembering not to tread on the enjoyment of other players.
Featuring warfare, intrigue, romance and politics, we encourage players to generally follow a tone befitting an analogous fall of the (fantasy) Roman Empire with the expected content being rated 16+. As the writer of your own faction, you may choose the general tone that your writing sets within this sphere. This game also uses a community discord server. Participation in the discord is not mandatory, but encouraged since a lot of political deals happen there.
- Empire!
- closes September 28
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Empire! Ringworld of Ayr
The Ringworld of Ayr is a setting developed by @SerakHawk, @Basil_Bottletop, @Chimi and @Colin through Microscope and this game takes place in one of the ages of the setting.
This game is an Empire! game using the MW Empire! Alpha ruleset.
For updated Geography and Approved write-ups see here
Openers & NPC Actions
Table Summaries
Rules References
- Empire!
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Legacies of a Lost Era
This game of Pathfinder Second Edition takes place in a quiet corner of the world. It is an immersive game beginning in a small fishing town that lies in the shadow of fallen kingdoms. Ruins and remains litter the fields to the north. Dangerous things inhabit the vast forest to the south. West, along the river, lie trackways steadily falling into disrepair, threatened by bandits and worse things. Eastward, the countryside steadily marches past field and forest to meet the mountains, which form an impassable barrier to the experience of most in Sunrise. Beyond the mountain-wall lie lands where rumors and myth are just as "real" as the truth itself...at least, to the people in this one little town.
What exists outside the immediate area is yours to discover. The remnants of half-forgotten legends lie within dungeons, cairns, veiled woods, and stranger places. The opportunity for challenge and reward beyond measure awaits in the wilds. Danger also lurks in the monster-haunted ruins. Heroes must rise to face it.
Theme: Legacies of Magic
Rising from humble beginnings to become an epic adventure with the very balance of the world at stake, this story centers on legacy. Sunrise sits within the remnants of two ancient kingdoms that collapsed more than a thousand years ago. Life is quiet, but mysteries lie slumbering in the green hills and the haunted forests, awaiting the turning of the cycle to rise again. Your characters are part of that cycle, and unknown to them, bear the legacies of wars fought and lives lived an age or more ago.
Perhaps now is the time for one cycle to end and another to begin. In the shadow of what was lost an age ago, now the sunrise illuminates...
Legacies of a Lost Era
- Pathfinder 2e
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Skulls and Shackles 2e
"Let me tell you a tale, of high seas and plunder, of when a group of lowly swabs became some of the most feared pirates of the Shackles, about wars with the seas, the leviathans, the Hurricane King. A tale of the Shackles, that island chain where pirates reign supreme, where every sail on the horizon heralds danger, where every sandy cove hides buried treasure"
Hello everyone, and welcome to a Skull and Shackles campaign set in the 2nd edition Pathfinder ruleset due to a very extensive and well-done campaign conversion by Stephen Bandstra. You will be briefly press-ganged members of the crew of Captain Harrigan, having wanted to pursue your own piratical careers for reasons your own, before your forced servitude in his crew. Soon however you will escape, and be able to make your own names on the seas of Golarion.
The number of people I will be accepting is indeterminate as I have no issue with running for multiple groups and will have a firmer number as we get closer to the end date to accept applications, which I will for now set at one month this ad going live in order to make your character.
A few notes for this game, the first one being do not feel like you need to know the ins and outs of the 2e Pathfinder ruleset perfectly to apply, this is a learning experience on my end as well and I do not mind inexperienced players. The second is that the campaign has some issues in its first couple of modules. The first module has the group be press-ganged into service onboard a pirate ship while having to RP out 21 days of serving on the ship and winning other members of the crew to your side, which is both very long, very robbing of player agency, but most importantly unbalanced as under the old rules the act of drinking Grog had a decent chance of killing you. The major dungeon of the module involving a lot of swarms did not help. To the end of making the experience better for all involved, I will be abbreviating portions of the first module, and integrating the first module of Serpent's Skull, Souls for the Smuggler's Shiv. In addition, I'll be merging parts of the independent adventure module Perils and Plunder with the second module, Raiders of the Fever Sea.
There is a link to the Character Creation thread here: https://test.myth-weavers.com/index.php?/topic/5642-character-creation/
In it I mention that you should pick a Background from the Player's Guide, their adaptions for 2e PF are listed here: https://test.myth-weavers.com/index.php?/topic/5640-players-guide/
Welcome to all you smugglers and swashbuckler who choose to apply.
- Pathfinder 2e
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Disney Verse Adventures
Greetings Friends Welcome to the Disney Verse, where all the stories of the Disney kingdoms have been gathered and compiled into one world of existence. The world itself is stable, and the kingdoms are at peace after dealing with their villains and other troublemaking things but like all stories just because one book finishes with a 'happy' ending doesn't mean that's the end. The kingdoms continue to exist and through various envoys and ambassadors, the various kingdoms trade knowledge and other resources with each other so that all flourish, and every so often a collaboration of kingdoms results in big projects, academies of magic and knowledge, military camps for training the next generation of heroes for combat and even guilds for people to learn and practice various professions but for all this to exist there has to be something else in existence and that is the villains and their land of darkness
One thing certain people of this world have discovered is that this world has a system of magic in play that even if someone 'dies' their existence doesn't end and they are for the most part revived. This includes the various villains and other troublemakers but instead of being allowed to roam the kingdoms they caused trouble in, the villains are 'banished' to their own kingdom, the land of darkness, a sort of land of villainy that exists to balance out the various kingdoms of light and good and for the most part that even that dark land is quiet. Sure anyone who visits there has to watch their back for a thug itching for a fight or a thief just practicing their pickpocket skills but those who live in that dark land have come to a consensus, It could be a lot worse. Here they have the freedom to exist how they choose not held back by morals or social rank but can live by their own will and strength and they can respect one another for their strength. Magic sustains the land and allows people to exist without too much hardship and peace is maintained because of respect for one another. However, despite these claims of peace, One can't be too careful when dealing with a villain.
You are a resident of this world and have a dream to make a name for yourself like some of the greats both hero and villain who have come before you but one must always heed this warning, What goes around comes around.~~~
- D&D 5e
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Tyrant's Bloom
Premise/Setting: Every fifty years, in the treetops of the Florid Sepulcher, a titanic carnivorous flower born in blood, hope, and death blooms. It pushes its way up through the tangle and thrash, from a source deep in the Darkness-Under-Eaves. The legends that surround this bloom are myriad, but all agree that it will grant those who find it, and avoid being consumed by it, immense power.
Recently, a terrible rootquake shook all of the Florid Sepulcher as the mile-high treetops that its inhabitants call home rearranged themselves in the first sign of the Blooming: the Shudder. From all across the reach, and from far distant, hopeful explorers are gathering to claim the prize for themselves, their motives as varied as the legends surrounding their goal.
You are one of these explorers, come from either near or far to Verdurance, one of the central ports of the Florid Sepulcher. Before setting out to find and claim the Bloom, you need to find a crew—one that you can trust, won't leave you for dead on the rustling waves, or steal the Bloom all for themselves—and acquire a ship to take you across the Wildsea, that forest that engulfed and forever reshaped the world three hundred years ago in a single night.
As sailors set sail in their chainsaw-powered ships to search for the Bloom, you prepare to join them, risking life and limb to find a legend, for whatever reasons you may have...
System: The Wildsea RPG (free rules available here). No prior familiarity with the system required! The system is narrative-based and easy to learn.
Posting Frequency: Ideally, an average of 2 times per week. There will be at least 2 updates per week to keep things moving.
Length: As a GM, I find it difficult to run short games, so this will be a medium-to-long campaign. However, I am open to players dropping in and out as need be (within reason).
- Miscellaneous
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Kindled Magic, transferring from OGMW
Rerecruiting!
Looking for one or two people to join Kindled Magic, the first of the Strength of Thousands series.
Group B would likely benefit from a healer of some kind.
Group A might have space for another character.
Pathfinder 2e. They are currently level 3.
Game Description
The Strength of Thousands Adventure Path begins as the player characters arrive at the Magaambya at the heart of the cosmopolitan city of Nantambu. This academy of magic will be the heroes’ home throughout their adventures. Although they must remain close to the Magaambya at first to learn their initial lessons, they will soon venture far from the campus and gain greater and greater responsibilities.
Prospective students come from all over the world to study at the Magaambya, so it’s unlikely that the heroes knew each other before arriving here—but they might! Incoming students are grouped together in a cohort to support and learn from each other throughout their education. The heroes constitute one of these cohorts, and are thus expected to spend much of their time together. A cohort works best when its members have a wide variety of specializations and interests. Rather than a typical “adventuring party,” the heroes of the Strength of Thousands Adventure Path are a cohort of diverse and dedicated students.
The Magaambya is focused on gathering knowledge and using it to become wardens of the world. The school’s overall alignment is neutral good. This doesn’t mean the heroes must be neutral good, but they’ll be part of this organization and will be undertaking missions that advance its interests, so evil heroes will find themselves to be a poor fit. Knowledge seekers come in all types, though, so characters of any alignment are permitted.
Classes
This campaign focuses on a magical school, but that doesn’t mean everyone has to play a spellcaster! Members of any class will have plenty of moments to shine in the Strength of Thousands Adventure Path. There will definitely be moments of danger where having a dedicated warrior, such as a fighter, monk, or swashbuckler, will prove vital. Rangers will have opportunities to shine when traveling through wilderness or exploring old ruins, and the keen eye for detail that a rogue or investigator can provide will be very useful.
Spellcasting for Everyone
Even though any class works well in the Strength of Thousands Adventure Path, a campaign where students attend a magic school wouldn’t seem very magical unless all the heroes can cast spells! Each character in this Adventure Path gains either the druid multiclass archetype or wizard multiclass archetype to reflect the primal and arcane teaching traditions of the school, respectively. Druids must select the wizard multiclass archetype and wizards must select the druid multiclass archetype, but characters of other classes can choose either. This choice is made at 2nd level, when you become an attendant of the school, so you have a little time to decide. You don’t need to meet the ability score prerequisite for your chosen archetype, but it’s a good idea to choose the druid archetype if your character’s Wisdom is higher than their Intelligence, and the wizard archetype if Intelligence is higher.
This multiclass archetype is a free archetype, as described in the Pathfinder Gamemastery Guide. Each character receives an extra class feat at 2nd level and every even-numbered level thereafter, but can only use these extra class feats on archetype feats for the multiclass archetype you chose. This free multiclass archetype doesn’t prevent you from picking up a different dedication feat; that is, you don’t need to take two feats from your chosen multiclass archetype before picking up another archetype’s dedication feat with your normal class feats, if you find an archetype that fits your character concept.
Of course, you don’t need to pick up another archetype if you don’t want to, but suitable archetypes for you to consider for your character include halcyon speaker, loremaster, Magaambyan attendant, and magic warrior.
Ancestries
The Magaambya has a startling variety of ancestries among its professors and within its student body, so there are no restrictions on character ancestries in the Strength of Thousands Adventure Path. The people of Nantambu and the Magaambya are predominantly Zenj humans, but most are worldly enough that they’ve seen, known, and worked alongside many other ancestries in the past. Lost Omens Mwangi Expanse provides information about new and existing ancestries that are more common in the region, but students at the Magaambya sometimes come from much further away. Even uncommon or rare ancestries, if permitted by your GM, are fine choices for this campaign. People at the Magaambya might be initially put off by truly weird-looking or inhuman ancestries, but they’re quick to judge people by their actions, not their looks.
Languages
The assumption of a common language is useful for any campaign, and the Strength of Thousands Adventure Path is no different. In this campaign, references to the “Common” language refer to Mwangi rather than Taldane. When you gain Common as a default starting language, consider it to be Mwangi. You can separately learn Taldane, but you won’t have a lot of use for it. Better languages to pick up include Draconic and Sylvan. People in Nantambu have a local language called Xanmba, which you might also learn.The heroes will perform best if their party contains a well-rounded selection of skills and feats. Arcana and Nature are the most important skills for success at scholastic endeavors at the Magaambya, as its focus is teaching arcane and primal traditions of magic. Religion and Occultism are also useful, as they touch on the other types of magic. Social skills such as Diplomacy, Deception, and Intimidation are useful because Magaambyans are expected to go out into the world to serve as emissaries and diplomats, and you’ll find there are a lot of conflicts that can resolved with calm words rather than swinging blades. The best Lore skills for this Adventure Path include Academia Lore, Magaambya Lore, and Nantambu Lore, but many other Lore skills might come into play. Good feats to consider include Arcane Sense, Automatic Knowledge, Canny Acumen, Quick Identification, and Recognize Spell.
Additionally, the academia rules presented in Pathfinder 169: Kindled Magic provide you with additional skills and feats based on your branch. With the skill training you’ll get from your free archetype and the academia rules, you’ll likely end up with a character who possesses a very wide range of skills—as befits a student of the world!
A Campaign Over Years
The Strength of Thousands Adventure Path is likely to span many in-game years. You might spend an entire academic semester of downtime in just a few minutes around the table, rolling checks to see what you learn, then moving ahead with the action several months later. Your academic career will last years for your character, but as a player you’ll be graduating before you know it!
Backgrounds
Heroes can select any background they choose for the Strength of Thousands Adventure Path. People come from all walks of life to join the Magaambya, after all. The Lost Omens World Guide has several suitable backgrounds for characters from the Mwangi Expanse, and if you choose the Magaambya Academic background, you’re already somewhat familiar with the school. Among the backgrounds presented in the Core Rulebook, the best choices are acolyte, emissary, herbalist, hermit, noble, or scholar.
Most prospective students come with a recommendation or sponsorship from someone who’s already affiliated with the Magaambya. You can simply decide what that is, or take one of the following new backgrounds to define the particular type of sponsorship your character has obtained. Each background also has a recommended branch, but you’re free to choose any branch you’d like.
Sponsored by Family
Sponsored by Teacher Ot
Sponsored by a Stranger
Sponsored by a Village
Unsponsored- Pathfinder 2e
- closes August 31
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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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Pathfinder Society 2E- Official
Central community for Paizo's Organized Play Campaigns- Pathfinder Society, Pathfinder Society 2E, and Starfinder Society.- Pathfinder 2e
- closes August 31
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- D&D 5e
- closes September 30
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Kingmaker - Pathfinder 2e
For generations, the Stolen Lands have spanned the southern border of Brevoy. Many attempts have been made to settle them, but to date, none have succeeded, making these 35,000 square miles of wilderness the largest swath of unclaimed land in the entire River Kingdoms. As tensions mount in Brevoy, one of Rostland’s swordlords hopes to change that fact; she plans to issue charters to several groups of adventurers, sending them south into the Stolen Lands reopen old trade routes and defeat the bandits and monsters who have made them too dangerous to use. By sending free agents south, this swordlord of Rostland hopes to create new allies without sacrificing her own position of power in Brevoy.
Yet as with most complex and brilliant plans, the future holds plenty of opportunities for disaster…
Where the danger is greatest, the rewards can sometimes be the greatest. Do you have the courage and strength of character to face these dangers head-on?
Looking for seven brave adventurers at level one using Pathfinder 2e rules. Please note which books you used to create your character in case I don’t have it. I try not to be ignorant or more limiting than necessary for character creation options.
- Pathfinder 2e
- closes July 12
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Starfinder 2e Playtest: A Cosmic Birthday
With the release of the Starfinder 2nd edition Playtest, I've decided to run the playtest adventure for folks so we can try out this latest edition of the Starfinder ruleset. The playtest rules are free on Paizo's website, and are using the PF 2e system as a base. I'll have the game open for applications for three weeks time, after which I'll see how many groups I'll be willing to run this adventure for. Now for the hook for our playtest Adventure, run from levels 1-3, a Cosmic Birthday-
A nascent cosmic entity stirs deep within one of the Pact Worlds planets. To aid the god’s birth, its most devoted followers search the Ghost Levels of Absalom Station for a sufficient power source—a strange pocket dimension existing alongside the hub of the Pact Worlds. As the entity’s emergence sends ripples across space time, a group of heroes becomes trapped in the Ghost Levels! With dangerous creatures and ominous power surges threatening the station, the heroes must team up with the residents of Little Akiton to investigate these horrifying new foes, stop their meddling—and stay alive!
- Starfinder
- closes August 24
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Phntm888's Kingmaker 2E Campaign
This will be a campaign of the Kingmaker Adventure Path, as updated for Pathfinder 2nd Edition. We will be using some optional rules for Pathfinder 2nd Edition. Despite these optional rules, this campaign will be as new-to-PF2 friendly as it can be. I will happily provide help to those who ask, and feedback to everyone when I review your character. We will also make use of the following external tools:
- Roll20 (combat maps)
- Google Sheets/Docs/Drawings (Kingdom Building/Hexploration)
I may also create a Discord for this game, as well, for OOC chatter ability.
For posting expectations, I would like to see a two to three times a week posting rate. I have some table-specific rules, as well:
- Speak to each other with respect and kindness. We're all people, let's act like it.
- No PvP. While I don't immediately expect the group to work together perfectly, I do expect everyone's characters to not actively (or passively) combat or undermine each other.
- If you will be unable to post for a period of time, please do notify me. I will do the same during periods where I will likely be unable to do so.
The advertising period has been opened for two weeks, until January 26th. Once the advertising period closes, those who have already posted a submission will have one more week to finish up their characters, until February 2nd. I will make choices the following Monday, February 5th, at which point we'll iron out some last minute details between party members and hopefully get started the first week of February. This campaign will have six players total. One spot is already filled due to that person requesting this campaign be run, so I will be accepting five other submissions total.
- Pathfinder 2e
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Redemption Redux
The most important battles a man fights, he fights alone, in the privacy of his own heart. Redemption is claimed or lost not through swords, words, or external miracles, but by the results of these battles, sometimes too small to discern.
So almost 15 years ago, I ran a fabulous unique campaign here called Redemption. I want to try again today with the same campaign, sort of.
This campaign will be different from most PbPs (just like the original campaign) because this is less a D&D campaign (even though it'll be set in the Forgotten Realms) and more a collaborative story. I'll still be the GM, but there will be less dice rolling, especially at first, and more exploring characters. We won't be eschewing dice rolling completely, but I'll let players know when dice rolling will be required.
What I am looking for:
- Players willing to go with a slower burn story and still stick around to contribute. What I mean by this is that there may be long periods of time where you are not posting because the current scene is not focused on your character, but you are still active on the OOC thread and don't ghost the campaign when it's your turn.
- Players who are committed to a long term story. I expect this will take a couple of years, and I'd love to have the same players at the end as when I began. That being said, I recognize life happens and I will have escape hatches set up, so if you need to duck out temporarily or permanently, we can do it as long as I have a little warning.
- Players who are good writers! Proper punctuation and grammar, able to do more than just a sentence or two. You will have some storytelling power to create environments and reactions from others, and we are looking for good engagement for those reading the campaign with us. Quality is more preferred than speed, though both is even better, especially in rapid fire scenes.
- Players willing to create characters who are deep and real and creative. Tropes don't need to be avoided, but the more common the trope, the better executed the character should be. I will post a list of questions I want answered for each character to help develop them in ways outside of the normal D&D style.
- Along those lines, stretch your creative muscles and don't feel constrained by many of the normal D&D rules for race or class. You might choose to be a mage but your magic works differently from normal mages or something. This isn't a contest for who can make the most OP character, just looking for fun and flavor and depth. Gimmicks won't be accepted, but unique approaches with a realistic personality attached is what I am looking for. Plan on your character's personality to develop over the course of the story. If they are the same at the end as when we started, both the player and I as the GM have failed. Let me note that I am looking for depth, not breadth, meaning I don't want a party full of crazy races (though I'm not opposed to well written characters along those lines), I want your creativity to not be limited to race/class/power styles.
- This will be a PG story - no explicit scenes of any type, though we don't have to pretend sex doesn't happen. We just don't need to see details on stage.
- This won't be an evil campaign and I definitely don't want any murderhobos. Well executed characters that might be evil but are willing to play nicely with the party might work, but edgelords of any alignment are right out.
Caveat: Writing-wise, I tend to be more of a tortoise than a hare. I'll definitely have bursts of speed at times, but I typically only have time to write during the day when I am at work in between calls. if I'm getting slammed, I have less time. Nights and weekends frequently have little to no spare time, so the story can continue within the framework I've set up, but will have to wait when I'm not at work. Same goes for holidays - you'd THINK I'd have MORE time to write when I'm off work, but that is totally not true. I might, but it's sporadic and unpredictable. That being said, I will do my best to prioritize the campaign in my offtime to keep things moving, and I am nothing if not very consistent on a daily basis. Me even posting this means I know I am committing to a long term game.
I don't have a hard start date for the campaign, but I'll tentatively say around the first of the year. I want people to have plenty of time to work up characters and run them by me with my feedback for any changes before we start.
I would enjoy having a co-GM to bounce ideas off of and help run things behind the scenes - if you are interested, let me know and we can chat about that possibility.
If you are interested in being a player, please send me a written backstory! Specifically, I want a story to see your writing skills, not just a few paragraphs. [Edit: Since I am wanting to see your writing skills, make sure you don't just give me a backstory, but you write a scene or two or an anecdote so I can get a feel for how you write, how your character feels, thinks, approaches things, etc.] I will want the following questions answered, though they don't all need to be in the written backstory - any you don't have in the backstory can be answered directly by copy/pasting into a PM. Also, DO NOT post anything beyond a basic concept for a character in this thread. I want details contained in private threads so that no one but me knows them. Feel free to put everything into a google doc and share a link with me. I'm happy to provide my email address for that purpose if you desire. Just let me know and I'll PM it to you. (I may add to this list of questions as I choose, and other DMs are free to yoink this for use in their campaigns in whole or in part.)
- Why is this character an adventurer? Adventuring is dangerous, and even downright deadly at times. Most people have no desire to risk their lives so deliberately, so any PC had better have a DARN good reason to be out risking their lives as an adventurer.
- How does your character feel about the gods and religion? Just because the gods are active doesn't require them to have faith, though religion/faith is a massive driving force for a large number of real people, so fantasy people won't be any different.
- How does your character view wealth/power/fame? Desirable? Undesirable? Why? Why not? Is it a primary goal, a secondary one, or something to be avoided? Or something more complicated?
- Where do they sit on the trust/mistrust scale with acquaintances/strangers/friends/family? Do they trust easily? Do they trust wisely or foolishly? Have they been burned by trusting poorly, and did they learn wisdom from it or did they start mistrusting everyone more?
- Related to trust is how they view relationships in general. Are they sought after or avoided? Why or why not? What benefit or threat do relationships bring to your character? I'll note that a people-hating character that cannot play nice with a party will not be accepted, though there's plenty of room for introverts and extroverts alike. In fact, tell me if they are introverts, extroverts, or ambiverts (a lot of both in different ways).
- Tell me about their family and their relationship with them, as well as any other important relationships they have (anything not in the backstory can be included as a direct answer to this question).
- Everybody has something surprising about them - some skill or knowledge or experience that would seem out of character to someone trying to pigeonhole them. What surprises does your character have?
- All people believe something that is not true, both about the world around them (“The world is a dark, hateful place, and anybody who seems happy is just faking it.”) and about themselves (“I'm a very forgiving person - these grudges I carry don't mean I don't forgive.”) What lies/untruths does your character believe about themselves and the world around them?
- Everyone also has at least one fear. It could be spiders, or it could be a fear of failure. What is your character afraid of and why?
- What really bugs your character? Pet peeves and annoyances?
- Hobbies! What does your character do for fun in their off time?
- What does the CHARACTER view as their general strengths and weaknesses? This is beyond simple class roles.
- What does he perceive his major problems to be? What does he perceive the solutions to those problems to be? Let's say, a magic wand was waved and all his problems were solved. What then? What does he really *want*? If he were totally free of his issues, would he look for love and settle down? Maybe start an art gallery? Or a focus group for paladins wrestling with their blackguard side having troubles fitting into society?
- Related to that, as the writer of your character, how accurately does your character perceive their strengths and weaknesses? What S&Ws are hidden from their view but might be plain to see to those around them?
- Give me at LEAST one good story hook to draw on for use! This should DEFINITELY be in the backstory!
- What do they see as the reason to live? Why do they do what they do? What are their core motivations? This may have been answered already by other questions, but I want this explicitly laid out. Note that THEY may not know this, but YOU should.
- What is the coolest thing about your character that you see as the creator of them? Or in other words, why should I accept them into the campaign?
I think this will be very cool and a different sort of story than typically gets told in these parts, and I am excited to see what possibilities you present! If I don't accept you as a player up front, I may still use you as a replacement if another player has to drop or as a recurring NPC along the way. No promises, but I will use all the quality I can!
I will accept no more than 6 players. We will be using 5E as the basis, but I'll houserule on stuff along the way, and at the end of the day, the story is more important than the rules. Make your characters around 5th level or so. The Forgotten Realms will be the basis of the campaign, but don't feel constrained to be FROM the FR. However, I don't plan to accept a party full of extraplanar PCs, so be cautious when choosing that path.
If you desire to work up and submit multiple characters, feel free to do so as long as the quality doesn't suffer!
Let me note that anyone who was a full player in my last run of this may NOT be a player in this one, but you are welcome to check with me behind the scenes and we may give you a recurring NPC role. 🙂 If you were a recurring NPC in the last campaign, you are free to apply as a player. (If you're not sure where you stand here, ask me and I'll clarify!)
Due to the more intensive nature and longer duration of this campaign, I fully expect all of us to become real friends IRL! Looking forward to making new friends!
Also, the original campaign was so long ago, all the threads are gone, so don't bother looking them up. 😁
Ask me if you have any questions! Let's have fun!
PS - Post in here if you have any interest so I have an idea of how many might be applying.
[Edit: As this has come up a few times, let me clarify. I am looking for depth, not breadth. The more far afield the character concept is, the better the backstory and writing need to be in order to be accepted. While I am open to odd race/class combos or ideas, the execution of that idea had better be stunningly good if they are really distant from the vanilla options. And honestly, some if the best characters are the ones with vanilla class/race combos that drive deep into fascinating personalities, like the human warrior who was small, but learned from difficult life experiences how to get up every time he was knocked down. He was never pretentious, but struggled to feel as though he belonged anywhere.
That was one of the PCs from the last campaign and he was fabulous. Depth, not breadth, but you can have breadth if your depth makes it such a compelling character that I couldn't NOT have them in the party. That being said, I won't accept too many far afield character concepts into the party - I don't want a collection of circus freaks, so to speak, as the entire party. I might accept 1, maaayyybe 2 of those types.]- D&D 5e
- closes January 1
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Frontier Bound
The Milky Way after SECCOM is a dangerous place, as ThirdCom tries to reestablish ties to lost colonies. Out on the frontiers, rebels, pirates, and corporations constantly battle it out while the Union tries to bring peace and prosperity back to their far-flung descendants. To accomplish this several Union organizations banded together to create a special paramilitary Lancer unit: The Peregrine Syndicate. Operating completely autonomously to give them the tactical flexibility of a pirate squad, but dedicated to bringing peace and safety back to the frontier states, the Peregrine Syndicate (or PERSYN) sends its Syndis out on dangerous missions to combat pirates, fight back corporate control, and bring colonies back into the fold.
You are the first PERSYN unit ever created. With narrow access to resources your job is to prove that PERSYN will work and can bring peace back to the Frontier. It's a daunting task but you were picked because you seemed to have the grit, the courage, and the dedication to do it. Can you prove the Union right?This is a hybrid PbP/Voice Chat Discord game made for the Lancer system, and a return to Gming for yours truly.
The above is the basic set up of the game. You are a member of PERSYN, the Peregrine Syndicate, a paramilitary organization founded by members of Union seeking to bring the prosperity promised by ThirdCom back to the lost frontier colonies. Your goal is fighting pirates, leashing out of control corporations, and reestablishing contact with lost worlds.
The downside is that PERSYN doesn't have very much official support just yet, but if you prove yourselves on the frontier by completing missions then hopefully that support will grow.
CLOSING DATE: The Ad will close on November 1st, 2023. On that day I will make final character and player selections. People not selected may be called on later to fill any positions lost over time, so don't throw out your characters!
Game Structure: THIS IS A HYBRID GAME. This means the game will not be played solely on the play-by-post forum, it will be played on Play-by-Post as well as over discord voice chat, and Roll20. As such, the abilities to use discord voice and Roll20 chat are a requirement.
- The Briefing, Preparation, Missions, and Debriefs will occur on voice chat. As Lancer has a complex combat system that relies on specific measurements, its easiest to handle missions in real-time. Discord will be used for voice chat, and Roll20 will be used to handle the battle mat.
- Downtime will be played on the Myth-Weavers forums. This allows for more free role-playing during downtime and the free-form/narrative portions of the game.
- In-Universe mission summaries, documents characters receive, and other paraphernalia will be posted on the Myth-Weavers forums. This gives us a convenient, central location to access everything, as well as a record for missions.
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There will be a mission every 2 weeks, on Fridays between 6 and 8pm MST. The specific Fridays will be selected once players are chosen. Scheduling conflicts happen, especially around holidays, so some flexibility will be required. However, in general I expect players to try and accommodate the 2 week rotations.
- This means any between-mission downtime MUST be completed in those two weeks! This is a very big, very important point. You must maintain at least enough posting regularity to complete your downtime before missions so that you have any reserves or upgrades prepared narratively by the next mission.
Application requirements:
Your character application should include all of the following:
Name: Your character's name.
Background: The background you've chosen or created for your character (custom backgrounds are allowed, within reason).
Biography: A brief, in-universe biography of your character, such as might be seen on a dossier in the PERSYN files. It should include a general description of your pilot, the name of the system and planet (or ship, or space station) your pilot is from, any living family members or close contacts, and why your character chose to join PERSYN.
Psychology: A brief psychological overview written in an in-universe style. This shouldn't be more than a paragraph long. It should not list myers-briggs personality types or specific mental illnesses. It should include descriptions of how you envision your pilot approaching high-stress situations, personality traits that may cause conflict or concern in the mission, and ways in which your character excels as a mech pilot.License Levels: Your initial license level is 0 until the game starts. As always, you start with a license for all General Massive Systems gear, and one license for the GMS-SP1-Everest frame.
Pilot Combat Stats: This will always be (until the game begins): HP 6, Size 1/2, Evasion 10, E-Defense 10, Speed 4
Triggers: The four +2 triggers from your Background.
Mech Skills: Your one +2 Mech Skill, or your two +1 Mech skills.
Talents: Your three Rank 1 talents.Mech Statblock: A name and a stat-block for your mech's basic load-out. This may change as the game progresses, but it gives me an idea what kind of combat role you'd like your mech to fill (at least initially).
Lines and Veils: A list of Lines and Veils for you as a player. This may be put in a private tag so only I and moderators can read it, if you aren't comfortable openly sharing (though I would encourage you to share them openly). If you do this, when the game is started I will anonymously list your Lines and Veils alongside everyone elses in the master list so that all players are aware of them.- A LINE is content that absolutely, under no circumstances, can come up in the game.
- A VEIL is content that might come up in the game, but will be handled "off-screen" or fade-to-black.
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When choosing Lines and Veils, keep in mind that a good deal of content already has to be veiled due to Myth-Weavers code of conduct (such as explicit sexual acts, hard drug use, torture, ultra-violence, etc.) That said, I would encourage you to list those things anyways if they are particularly sensitive for you, just so all of our players are on the same page.
- Lancer
- closes November 1
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The Lost City
Looking for three players to join an ongoing Lost City campaign. This is using 5e rules for a Goodman Games Reincarnation Adventure based on the AD&D module of the same name.
If you're interested, please create a 3rd level character, but know that we currently have a rogue, a druid and a wizard in the party. I'll be inclined to give the spot to a player whose character doesn't match one of those. Below are the character creation rules:
All races/classes from the PHB are just fine, and if you want to ask about others from other books you can go ahead and make a request. I've got Xanathar's Guide, but that's about it as far as the others go. If you want a class or race from another book, you'll need to give me a rundown on everything about them so I can make a determination. Just cut/paste at the end of your Character Sheet or something.
As far as formatting your character sheet, this is my preferred style - please do your best to craft something similar. That way I know where everything is without hunting all over the place for abilities, feats, saves, etc. It'd be much appreciated and will certain make your character more likely to be chosen if I get a lot of interest in the game!
For attributes, let's use the following rules:
1) Roll 4d6 for each and drop the lowest result from one of those dice. You can place them anywhere you'd like. If you are REALLY unlucky and wind up with a total of +2 or less for the sum of your modifiers, go ahead and roll once more. But only once! Then you can go to option 2 below.
2) If you don't like your results from rolling the dice, go ahead and create a character using the point buy system.
3) If you've got a RANDOMLY rolled character with a total of +2 or less for the sum of your modifiers, but you want to go ahead and play them, I'll let you choose a bonus feat as a reward!
That's all I've got so far... More questions are certainly welcome!- D&D 5e
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Tales from the Twilight of the Third Age
(Art credit: Gianna Michèle Kaye)
‘It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.’
It is the year 2950 of the Third Age. Smaug has been defeated and the battle of the Five Armies has been won. It is the dawn of a time of prosperity and hope. The dwarven kingdom of Erebor has been reclaimed; the descendants of Durin the Deathless are wealthier than ever before. Dale and lake-town have been rebuilt. Agents of King Bard are now roaming the Wilderland, eager to lead Men into a golden age. In the forests, the elves of the woodland realm can again venture deep into what once was Greenwood the Great, while the Woodmen see their holdings expand for the first time in centuries. To the west, Beorn the Skinchanger has abandoned his solitude, and now leads all sorts of brave, stout-hearted folk to patrol the Misty Mountains. Further to the west, the remarkable stories of Bilbo have spread throughout the Shire, inspiring many young hobbits. This is a time for trade, exploration, travelling and all sorts of adventure.
Yet the Shadow, although defeated, has not been truly vanquished. It still lingers in places where no elf or mortal dares set foot. The Enemy awaits in hiding, scheming his return… for if the Free Folks do not unite to hold back the Darkness, the Shadow is certain to grow stronger and envelop the whole of Wilderland.
The campaign
(Art credit: Jon Hodgson)
This game started in 2016 on the original Myth-Weavers website (here). We've had three game masters, dozens of players and about ten adventures over the years. The game moves at a casual but consistent pace; most active participants are in it for the long haul.
We draw heavily from published material, especially from The One Ring (1st edition). In particular, we have ran adventures from Tales from Wilderland, The Darkening of Mirkwood, fan-made content or our own homebrew creations. For a list of our adventures thus far, click here.
The setting
(Art credit: Jeff Murray)
This is Middle-Earth in the twilight years of the Third Age. In particular, the game has so far focused in Wilderland (Rhovanion), though there are plans to potentially expand to other regions as we progress along the Tale of the Years.
The tale begins at 2946 T.A., five years following the death of Smaug and the Battle of the Five Armies. These are the last good years for the peoples of Wilderland; they are not fated to last for long. We are currently in 2950 T.A.
Tone and mood
(Art credit: Jon Hodgson)
This is, first and foremost, a game of grounded fantasy. Player characters are not great heroes (at least not to begin with). They are normal peoples with normal lives, thrust into situations that are greater than them. While the game is not necessarily always grim or dark, those aspects are certainly present, and the tone is for the most part serious.
The world itself is also low-magic (or at least, low overt magic), as befits the Third Age of Middle-Earth.
The systems
Initially, the game used The One Ring (1st edition) rules. More recently, we have been experimenting with Ironsworn as well as the second edition of The One Ring. The plan is to employ additional systems and subsystems to run side-stories, with mechanics carefully selected to reinforce the mood of particular narrative arcs.
Familiarity with the mechanics is not a requirement. We are a friendly bunch, and happy to teach them to anyone interested in the game. Similarly, ownership of the rulebooks is not required.
- The One Ring