Game Directory
All Games
-
- 13th Age
-
- OD&D (Chainmail)
-
- D&D 5e
-
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.
-
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.
-
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
-
Sonder and Animus
"Beauty... such a curious concept. So hard to grasp, and yet with how much we speak of it, act upon it, obsess over it... yes, beauty is a very real part of this world. At least, I find this world quite beautiful... do you?" -Lo, Accursed Wanderer
The world recovers. The great conflict among mages ended centuries ago, leaving the world broken, but alive. Once great cities like empty and overgrown, save perhaps a small village that has emerged and lives within but a small fraction of a once great metropolis. Nature has calmed, the spirits now are content, and slowly aid and guide a more humble people. Some are nomadic, exploring this new, untamed world. Others settle in, forging small communities around but a single relic that offers some relief from the normal day-to-day toils to get by.
There are dangers. Many of the monsters and creations of the great conflict linger, stalk the forest, valleys, and hidden places in the world. People are still flawed, still find reasons deep and petty to disagree. A storm may ruin a crop, a fickle dragon may exact a tithe from a village, curious and intrepid souls may explore places they should not go. And yet for all the troubles, there are no nation-spanning wars, for no true nation remains. Since the last of the true Mages fell, their power, their story lost to time, the world has been allowed to slowly but surely return to a better state.
And yet, just as hope emerges, just as people once more have the freedom, the ability to reach higher, so too are their forces at play to take hold of such dreams and aspirations and pull them back into the darkness. Just as the world feels on a tipping point towards good, so too are there those who would in their malice drag the lands and peoples to a fate far worse than the wars had ever brought them.
This is the story of those who helped determine the fate of a new age, one of prosperity, one of despair, or perhaps a time of something else entirely...
- D&D 5e
-
- Miscellaneous
-
Dirge for the Lost: A Story of the Dead
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
-
- Dungeon World
-
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
-
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
-
- D&D 5e
-
- Pathfinder 1e
-
GreyPath
Attention thrillseekers!
Remember the good old days of Greyhawk?
They're back! Experience the classic setting in a new light, using Pathfinder 2e (Legacy)!
This campaign is inspired by classic modules from years past, along with custom original material to help get you going!
Actively seeking six stalwart adventurers!
- Recruitment will last until 6pm EDT Wednesday 24 April 2024. This may be extended depending on the number of applications.
- Selection will take place by 6pm Friday 26 April 2024. Announcement over that weekend.
- Looking for a launch date of 1 May 2024.
(This advert will likely be edited/adjusted as we go.)
- Pathfinder 2e
- closes April 24
-
The Crystal Heroes of Terat
Greenbrook. A small, unassuming hamlet of about two thousand inhabitants on the outskirts of the Forest of Harpa, on the Lomorre side. Technically under the aegis of Baron Gerente, and in turn Count Ernaut, and finally Duchess Adeliz of Lomorre. Like many other villages, it has a Crystal Pool on its outskirts, secured by little more than a simple fence, the respect the people of Terat have for the Crystal Knights dissuading any casual would-be vandals. (Well, that and the fact that it's functionally impossible to damage or deface a Crystal Pool anyway).
Even in such a small village, though, the lure of the Knights is strong. Thus, on the Winter Solstice of 563 F.B., a small number of teenagers made the journey to the nearby town of Rosefield, and from there took the train to Lomorre to begin their training at Fort Naoth.
Now, they return, in the company of a Royal Archivist, to undergo their Blessing Ceremony and from there begin their First Trial, Terat their metaphorical oyster to find fame and fortune in as Blessed Knights of the Kingdom.
Even they, however, would have no idea just how important they would become to Terat's future...
- Mutants & Masterminds 3e
-
- D&D 5e
- closes May 1
-
- Vampire: The Masquerade 5e
-
Saving Silverbeard
Powerful elements collide in the wake of the attack on Myth Nantar. Since the assault on Myth Nantar, things have been relatively quiet. The Thayans were successfully repelled and have left the area and everything is quiet. A little too quiet for certain.
The conclusion to the haunting sea-faring tale on the Sea of Fallen Stars.
DDAL-DRW03 Saving Silverbeard
A Four to Six-Hour Adventure for Tier 3 Characters- D&D 5e
-
- D&D 5e
-
Total Havoc!
Themes: Antiheroes, Action
Theme Music: Astor Piazzolla
Looking For: 3-5 Players
Your team is a group of talented criminals whose schemes almost always devolve into guns and explosions, car chases, daring escapes and other brushes with death.
The plan has always been to steal stuff and get rich, but your heists often inexplicably line up with even bigger bad guys doing even badder things at the same time, and you've been the only ones who were able to stop them.
Today, you've entered the lair of Queen Heqet, an ancient Egyptian queen who rose to power in the modern world through sheer cunning and ruthlessness. You aim to stop her before she can conquer the world in the name of the New Egyptian Empire.
This game is a single combat scenario. It is not a full campaign. It isn't even a one-shot.
How to Apply
- Your character sheet is your application
- The Character Creation thread has character sheet templates with suggestions based on relevant heist-character tropes
- When you're ready to start building your character sheet, copy the template character sheet code provided and start a new thread in the Applications folder of the game forum
- The deadline is end-of-day April the 22nd
- Fate
-
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
-
Chronicles of Eaetheria
CoE is a playtest of my version of an RPG the way I would like it done. This is a playtest that being said the rules may change during gameplay.
You are all in a caravan heading for the city of Yuvia. Come up with a reason for going there, Put your character Application in Hall of Heroes thread by starting a new thread, Please have your characters name and concept and the reason as part of your backstory why you are traveling to Yuvia.
- Homebrew
- closes April 22
-
Ruins of Sol
The year is 2271, and humanity has colonized the solar system to escape the hellhole that is Earth. For most people, there's only one way to get out: sell themselves into employment with the Starlynx corporation. Whatever your reasons- escape to the stars, evade the law, naively believing Starlynx's propaganda, or simply because you wanted something different to do- you signed a contract, and now find yourself shouldering an ever-growing mountain of debt. The only way you can pay it off is by salvaging valuable Pokemon and items from the ruined spaceships, space stations, and even asteroids that are hauled into your salvage yard. There's no way back, and only one way out. Now don your spacesuit, quick- you're on the clock now.
- Pokemon Tabletop Adventures
-
The Dead City of Nortonia
A Pathfinder 1e game of stealth and might, brains and brawn.
- Pathfinder 1e
- closes April 29
-
Shadows of the City
Shadows of the City
Shadows of the City is a three part adventure in the Dark Champions setting using the Hero System 6th edition "Champions Complete". Characters will be built on 300 points with up to 60 points of complications. Active Points: 50 - 60 with an average of 20 PD/ED Defenses.
This adventure is a 'street level' style adventure in the vein of the Netflix Marvel Series The Defenders (Daredevil, Powerman, Iron Fist, Jessica Jones and The Punisher, though the Punisher wasn't in Defenders). Let the big, powerful four color super heroes protect the world. You are protecting this city and its innocent citizens!
- Champions
- closes April 13