Leia D&D (või mõne muu lauamängu) seltskond, kellega mängida

Groupfinder on seltskonna- ja mängijaotsingu platvorm kõigi lauamängude jaoks.

1,039 aktiivset mängijakuulutust ja 552 mängukuulutust
Mis on aktiivne kuulutus?
Kuulutus on aktiivne seni, kuni omanik hoiab selle avatuna. Kuulutuse üles tõstmine, muutmine või sõnumite saamine hoiab selle aktiivsena. Kui 60 päeva jooksul tegevust ei ole või omanik pole 60 päeva külastanud, muutub kuulutus mitteaktiivseks ja kaob sellest nimekirjast. Omanik saab selle igal ajal uuesti aktiivseks muuta.
Näidiskuulutus: To Erebor and back again, One Ring kampaania Shire-s, 8 mängijat 9-st Näidisprofiil: Strider mängib Pathfinder 2E-d veebis ja Brees

Kas Groupfinder on tasuta?

Jah. Mängu postitamine, mängijaprofiili avaldamine, kuulutuste sirvimine ja teiste mängijatega kirjavahetus ei maksa midagi ning registreerimiseks ei ole pangakaarti vaja. Mängujuhtidele võib hiljem lisanduda tasulisi lisasid, kuid seltskonna ja mängijate leidmine jääb tasuta.

Kas ma leian veebis mängiva D&D seltskonna?

Jah. Paljud siinsed mängud toimuvad veebis, häälvestluses või virtuaalsel mängulaual (brauseris töötav rakendus, mis asendab kaardi ja täringud). Filtreeri mängude nimekiri Online ja D&D 5E järgi ning kirjuta mängujuhile. Kui midagi ei sobi, postita oma mängijaprofiil ja lase mängujuhil end leida.

Milliste süsteemide järgi saan otsida?

D&D 5E, Pathfinder, Call of Cthulhu, Daggerheart ja kümned teised - ning mitte ainult rollimängud. Warhammer, Catan ja muud lauamängud on samas nimekirjas. Märgi need, mida soovid, ning lisa keel, asukoht ja päevad, mil oled vaba, et näha ainult mänge, millega saaksid liituda.

Värsked kuulutused

Kõik värsked postitused (mängud ja profiilid). Kuvatakse nii uued ja värskendatud (bumpitud) postitusi.

en Inglise
DND5E
Dungeons & Dragons 5E
DND5.5E
Dungeons & Dragons 5.5E (2024)
...
Online
Jay
Old enough to have played AD&D 2nd Ed, but not set in my ways and I enjoy D&D 5E. Looking for long-term campaigns and interested to try new systems and genres of game.
Lisa lemmikutesse
en Inglise fr Prantsuse … Hispaania
VtM
Vampire: The Masquerade
...
Online
hiddenson
Sünge veteran Pikamaa seikleja
Well met, stranger. I'm hiddenson. I've played different rpgs since the 90's, mostly as GM. I prefer GMing because I love world building and long-term campaigns. I revel in many layered plots that peel like a bag of onions, tuning preset worlds to my signature flavor of horror and hardcore mechanics. My style is deeply immersive, roleplay heavy, and Rule of Cool. I prefer acting in the first person with people who invest creativity in their characters. At the moment, I'd like to focus on horror games and Cyberpunk. I'd love to play other settings of the World of Darkness. I have extensive experience in Call of Cthulhu in the 1920's as well as in Cyberpunk 2020 so I'll adapt to new editions easily. Lastly, I have little to no experience in the other titles, but I'm eager to try them out. I lean into characters hungry for lore rather than riches. Think erudite professors risking their sanity in eldritch tomes, or tomb raiding archaeologists uncovering more than they bargained for. I recently launched a paid Vampire: The Masquerade Chronicle, so I'm willing to trade seats if our playstyles and game list match. Regarding scheduling, I'm available every day (but would prefer playing every other week) from 9pm to 2am GMT+2, so don't let the timezone be an obstacle to our meeting. Hit me up with your best message and let's tempt fate together!
Lisa lemmikutesse
Lauarollimäng (ttrpg)
Lauarollimäng (ttrpg)
DND1E
Dungeons & Dragons (1974)
Online
Kampaania
Original Dungeons & Dragons
Mängijaid
4/10
GM
1/1
Dungeons & Dragons (1974)
en Inglise

Original Dungeons & Dragons

Rollimängukeskne
Suurema osa mänguajast võtavad vestlus, karakter ja lugu.
Algajasõbralik
Uued mängijad on oodatud ja keegi ei eelda, et sa reegleid ette tead.
Whatever the opposite of a railroaded adventure is, this open-world campaign is that. The rules are simple. The world is complicated. What happens to it is up to the players. You will hear rumors, discover locations, meet competing factions, and encounter problems, but the game will not tell you which direction you must take. Some things the players have chosen to do so far: Join the local mercenaries to learn the ways of the sword as a mage - Retrieve an old lady's purse - Become war chieftain of an orc village - Decapitate a wight with a cursed sword Also some new races that are crafted to play and feel very different: - Pixie - fly, perfect hiding, cast phantasmal forces at will, insults cause physical damage to you - Orc - infra-vision, can recruit monsters more easily Races and classes are kind of blended together. Multiple characters are encouraged. Each choice allows you to do something that appears to let you break the game, while saddling you with something else that seems debilitating. This is by design, and players have come up with a few ways of getting around and abusing these things to the betterment of the story and lore. - Fighting-Man - Doesn't have to actually be a guy, but is a human. Can use all weapons and armor. - Magic-User - Has one spell, one "shot". Can meet with magic learned peers to exchange knowledge. The most notorious spell in the game right now is Charm Person because it doesn't wear off like in later editions. - Cleric - The best of the two above, but must be Good, and by the Law. - Elf - Essentially a Magic-Use/Fighting-Man with extra perks and ties with elves and the ability to sense magic, enhanced senses, etc. but capped at a certain point - Hobbit - Capped early, but can hide flawlessly in urban areas and snipe REAL good with slings. No magic. - Dwarf -  Capped early, but high resistance, good with all axes and hammers, can sense what stone touches and its shape, and ties with and extensive knowledge of dwarven culture and holds. There are major events going on in the background but instead of shoving players in the middle of them, I showcase the developments of those events that come about, for good or ill. The players decide what to investigate, whom to trust, which dangers are worth confronting, and what their characters want to accomplish. How many hirelings do you need to bring with you? How much can you do successfully alone to maximize profit? Play alone, 1-on-1 with DM and player, or up to 10 others at once. The world continues to develop around the party. Factions pursue their own plans, NPCs remember your actions, enemies adapt, settlements can change, and neglected situations may grow better or worse. Player choices can permanently reshape the campaign world. Let me know if you are interested!

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Lisa lemmikutesse
Uus
Postitatud 46 minutit tagasi
en Inglise
TTRPG
Any tabletop system
Online
Justin
Hello! I love gaming and running games. Especially superhero stuff.
Lisa lemmikutesse
Lauarollimäng (ttrpg)
Lauarollimäng (ttrpg)
DND5E
Dungeons & Dragons 5E
Online
Kampaania
Another Story: Fractured Memories
Mängijaid
3/6
GM
1/1
Dungeons & Dragons 5E
en Inglise

Another Story: Fractured Memories

Homebrew
Omad reeglid, oma maailm või mängujuhi enda kirjutatud süsteem.
Rollimängukeskne
Suurema osa mänguajast võtavad vestlus, karakter ja lugu.
This story takes place in the pseudo-theocratic nation of Tenkaisei, the Land of Star and Stone, where the guidance of the heavens directly influences daily life. The ruler, known simply as the Dawn Empress, serves as both political sovereign and divine intermediary, believed to be chosen by celestial forces to maintain harmony between the heavens and the earth. Her rule is guided by the Heavenspiral, six divine pillars whose domains govern the fundamental principles of existence. Their influence reaches beyond religious practice, shaping the nation's laws, traditions, and understanding of the natural order. As a result, Tenkaisei is not strictly a political power, but a spiritual epicenter where faith and governance are inseparably intertwined. Beneath this carefully maintained order, the nation is far from united. Tenkaisei stands equally divided between the Impyreal Sovereignty, which upholds the Dawn Empress and the divine right of celestial authority, and the Stormlord Territory, whose legacy favors strength earned through action rather than bestowed through birthright. Their ideological divide has fostered generations of tension, leaving the nation vulnerable to conflict and uncertainty. Although both sides claim to understand what is necessary for Tenkaisei's future, neither can afford to ignore the fragile balance that holds the realm together. That balance is now beginning to falter. Across the nation, the shrines dedicated to the Heavenspiral are experiencing disturbances that threaten their ancient purpose. These sanctuaries are more than places of worship; they serve as vital connections between the celestial powers and the mortal world, preserving the influence of the divine within Tenkaisei. As their protections weaken, the consequences begin to reach beyond temple grounds, manifesting in spiritual unrest, unnatural phenomena, and disruptions to the natural order. What once seemed like isolated misfortunes increasingly suggests a greater crisis. One that threatens the foundations of the nation's faith and the stability it has long taken for granted. The party has been drawn into this unfolding crisis, traveling between sacred sites to investigate the disturbances and restore what has been lost. Each shrine presents its own trials, reflecting the divine principle it was built to uphold. The party must contend with ancient traditions, conflicting interpretations of the divine, and the consequences of a world whose safeguards are no longer dependable. With every discovery, the importance of the shrines becomes clear. In a nation where the heavens are believed to guide mortal affairs, the weakening of their shrines raises a troubling question: if the divine order can no longer protect the world as it once did, what will become of the people who have built their lives around its guidance?

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Lisa lemmikutesse
Uus
Postitatud 22 tundi tagasi
en Inglise
PATH2E
Pathfinder 2E
DND5.5E
Dungeons & Dragons 5.5E (2024)
...
Online
Kylee
I absolutely love creating deep character backstories, weaving personal plots into the main narrative, and helping build a great world with the group. However, I am a naturally shy and quiet person. Its hard to interject if whole parties talking, so just bare with me or give a prompt out if I've clamed up. I really do enjoy playing and learning to join the party banter. I've been playing since 2016, First 5e, some pathfinder 1e, but I love pathfinder 2e the most so far but only have done a few sessions with a dm who hasnt read the rules and does a mash up of 2e/5e.  I've dabbled in GMing both 5e and Pf2e. As far as scheduling, im pretty flexible anydayas long as its after 3pm EST and nothing planned. And not Mondays as of current campaign.
Lisa lemmikutesse
Viimane uuendus
Update log - September 2026 "Support us"
Update log

Update log - September 2026 "Support us"

As we step away from the summer months, we find ourselves more at our tables. Tables for playing and also working on features and fixes for Groupfinder. And there have been quite a few additions since our last Update log. We'll go over some of the bigger changes and additions. Supporters /images/general-media/1789388957_fqCygV2e.png Some of you may have noticed in the menu dropdown a little page called Subscribe. Worry not, this does not mean, that Groupfinder is going to be pay to use. No, far from it. We are sticking by what we have been saying since the start - Groupfinder will remain free to use. Becoming a subscriber is your way of supporting our ongoing work on the platform. To make sure the lights stay on, the servers buzzing and the licenses get paid, we have to make sure all those costs don't overwhelm us. What does it mean to be a subscriber? As a thank you, for your help and trust in us, your account will have some ease of life perks: Automatic bumping - you can set up automatic bumping for your posts, helping your post stay refreshed. Once you set it up, every 48 hours, the system will bump your post moving it back to the top of the listings. Customized notifications - want to only receive specific notifications and alerts for games and players in a specific region and game system? You can set your specific rules for custom alerts. Colour themes for your posts - Feel a little red? Green? blue? Customize your posts with the colour theme you prefer, make your post stand out with a little cosmetic tweak.  More cover pictures - Supporters will also find that they have access to a whole new set of cover images to choose from. If you are tired of the ones you have seen so far - you will find more from the selection we present the subscribers. Higher limits - If you have more than two games you are looking players for - you will be able to have up to six different active game posts at once. You will also be allowed to send more messages to new users every day. Attach files - perhaps your games have a world map you'd like to show off to make players more interested in it - you can add some files to your post and make it more informative. And various limit increases and customization options for Group Manager and for those who manage a library entry page. You can read more about the subscription here. And if you don't care about those perks - but you think we are doing a neat job - that can be your motivation as well. Messenger On desktop devices, you will find our messenger in the bottom right corner of the page, allowing you to chat with others in a more intuitive manner, just like you may be used to on various other platforms. We will continue to improve the messaging experience as we go forward, but we are very happy with the way it is now. Ofcourse you can continue using messenger, how it was before, as a full-page view. Tiles for Group Manager /images/general-media/1789389492_W7MfXXwR.png In addition to various improvements for the Group Manager, we are happy to announce tiles.  Tiles are small customizeable and editable dynamic elements, that you can add to your Group Manager dashboard to add various features to them.  Add images, spell, item, skill lookup searches, connect your notes to your Obsidian markdown files and keep them synced with what you have on your computer or just add a slideshow to set the mood for the game. Badges /images/general-media/1789389332_qdibSnHO.png Show off your activity and achievements on Groupfinder with the badges you have earned here. There are various ways to earn badges, some you get for reaching out to users on the platform, some you get for bumping. You may be considered a librarian, if you help us improve the library.  And with higher tier badges, you will also unlock unique perks (such as lower daily bumping cooldown, or additional unique cover images). Posts and listings We also took some time to optimize the filtering options on the posts pages. We added additional features to the search, and with that it slowly started getting out of hand. So it was time to take a step back and look at the whole listings filter as a whole and bring it all together, again. Many of these fixes and tweaks have been things you, the users, have asked for. Just like the option to also exclude tags from your search. Don't want to see games that have a "Horror" theme? Take it out and no spooky season for you. We admit that for some time the "Create a post" flow was.. messy. Again the same deal, as with filters - we added fields, elements, options and much more to it. But it resulted in the pages being overly cluttered and some fields may have been accidentally overlooked. Now the flows have been reworked and should make it a lot easier for you to create your player post or add your games to the listings. Also to all of our multilingual friends - you can now write your post description in multiple languages. I mean.. you could also before - but now it is more reasonably separated and structured. Those with a game post will also have access to more detailed analytics about your post. Knowing and understanding more about those, who open your post, can help you tweak and tailor your post in various ways. A more organized library /images/general-media/1789390627_QjshwGXo.png Don't you just hate it when your local library is a mess. Well ours was a bit messy - so we cleaned it up and made it make more sense. The new library home page now offers you a better overview of what is new, what is popular and which events are upcoming. Speaking of events - if you know of any upcoming tabletop events that might interest others - tell us about them and we'll try to get those added to the library as well. And much, much more In addition to all the topics we've covered here, there have been a vast amount of additional changes - not necessarily smaller and less important. We just have to keep these update logs at a reasonable length. If you have any feedback regarding these changes (or lack of an update you were hoping for) - do let us know. Either use the contact us form, or join our Discord server and let us know there. We are always happy to discuss and learn from you. Till next time.

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Reklaami Groupfinderis
Anna teistele teada oma ühisrahastusprojektist, lauarollimängu platvormist, poest, üritusest või tootest. Jõua lauamängusõpradeni seal, kus nad on. See aitab meil platvormi ülal hoida ja arendada.
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Play by post: How do you play D&D by text
Guides & How-to

Play by post: How do you play D&D by text

Dungeons & Dragons is usually pictured as five people around a table, or these days five people on a voice call, all talking over each other on a Tuesday evening. That is a great way to play. It is also the way that dies fastest, because the actual Big Bad Evil Guy of this hobby has never been a dragon - it is four adults trying to find three hours that work for everyone. Play by post is where a lot of players end up. You write your turn when you have ten minutes. Someone else writes theirs at lunch. The story moves forward whether or not everyone is awake at the same time. It is a different rhythm and it isn't for everybody. This guide covers what a text game actually feels like, where they happen, how dice work when nobody is watching you roll, and the specific thing that kills most of them (it isn't boredom). What is play by post? Why play this way? Where the games live A turn, from both sides Rolling dice when nobody's watching Pace: the thing groups argue about Combat, the slow part Writing a post people can actually answer Does D&D actually work in text? Finding a play by post group Start the thread What is play by post? Play by post (PbP, a tabletop game played entirely in writing rather than out loud) works on a forum, a Discord server, or any place where people can take turns posting. Instead of saying "I check the door for traps", you write it. The Game Master writes back, in their own time, and tells you what you find. That is genuinely the whole thing. Same rules, same character sheets, same dice, same arguments about whether that was a Perception or an Investigation check. The only difference is that an exchange which would take twenty seconds out loud might take a day in text. The format is also older than most of the people playing it. Players were doing this on bulletin boards decades before Discord existed. What changed is that the tools got much better, and much easier to find. One important distinction: "play by post" and "live play by post" are not the same thing. Play by post is asynchronous - there is no session, people post whenever they can, and a scene might take a week. Live play by post (sometimes called live text) has an actual session time. Everyone shows up at 7PM on Thursday like any other game, and then plays it out by typing at each other for three hours. It is still a text game - no microphones, no cameras, nobody has to find a quiet room - but you are back to scheduling. Which one a group means matters a lot, so if a listing just says "text game", ask before you commit. /images/general-media/1787851419_BEgdXlFf.gifYou can give the expression "keyboard warrior" a whole different meaning. Why play this way? Nobody has to be free at the same time. This is the big one. A group spread across four timezones can run a campaign for years. A parent with a quiet twenty minutes after bedtime can play a full character and never miss a session, because there are no sessions to miss. Quiet players get louder. If you freeze up on a voice call, or English isn't your first language, or you simply need a minute to think before committing to something - text gives you that minute. Some of the best roleplay in the hobby is being written by people who barely speak during live games. The campaign writes itself down. Every scene is a searchable log. No more "wait, what was the innkeeper called again?" There is room to actually write. Some people came to this hobby for tactics and some came for the story. If you are in the second group, text rewards you. You get space to describe how your character stands, what they are not saying, what they notice and choose to ignore. And now the honest part, because a guide that only lists upsides is a sales pitch: It is slow. A fight that takes forty minutes at a table can take two weeks in text. A story arc worth four live sessions might take six months. If your plan is to reach level 10, be realistic about the calendar. Games die quietly. Nobody announces they are quitting. They just stop posting, the thread goes cold, and everyone feels vaguely guilty about it for a month. Ghosting is how play by post games end, almost every time, and most of the advice below exists to prevent exactly that. You lose the table energy. The overlapping jokes, the collective groan when the natural 1 lands - text does not fully replicate that. Some groups run a voice call once a month alongside the posting to get it back. Where the games live The Discord default Most new play by post games live on Discord. It is free, your players are already there, and threads keep each scene tidy instead of blending everything into one channel. Add a dice bot and you have a working game in about five minutes. Pros: Zero setup cost, instant notifications, and the group chat and the game live in the same place.  Cons: Chat is built for short messages. Your beautiful three-paragraph post gets pushed off the screen the moment someone drops a meme. The forum tradition Dedicated forums are the original home of the format and plenty of them are still going. Forum software handles long posts properly, gives each character its own page, and keeps threads readable years later. Pros: Built for exactly this. Proper thread structure, decent search, and many forums have a dice roller attached to the post editor.  Cons: You need to convince everyone to make an account somewhere they don't already visit. That is a real barrier for a group of five. The VTT option Virtual tabletops can run text games too, and they bring maps and character sheets along with them. Pros: If your group wants tactical combat, seeing the battle map removes a huge amount of "wait, am I in range?" back and forth.  Cons: More setup than a text game strictly needs. Skip it unless combat is genuinely the point. You do not need all three. Pick one and start. A Discord server with three channels beats a beautifully configured VTT that nobody has logged into since Tuesday. A turn, from both sides Here is what an exchange actually looks like. The GM sets a scene: "The cellar smells of vinegar and something older underneath it. Three barrels sit against the far wall, and the middle one has been moved recently - the dust on the floor is scraped in an arc. There is a door behind it. Iron-banded, no handle on this side. What do you do?" And a player answers: Boblin crouches by the scraped dust, holding his lantern low, and traces the arc with two fingers without touching it. "Someone's been in and out of here more than once," he says, mostly to himself. He keeps his back to the wall as he edges toward the barrel - he would rather not have that door open behind him. Investigation: 17 (rolled below) [OOC: If there's anything obvious about the hinges I'd want to know before we move the barrel. Happy to hold if Torvin wants to check for traps first.] The player describes intent, not outcome. Boblin traces the dust. He does not discover the secret passage. What he finds is the GM's call. Writing "he spots the loose brick and pulls it, revealing the tunnel" takes the discovery away from the person running the game, and it is the fastest way to annoy a GM in any format. In-character and out-of-character are clearly separated. The prose is the character. Anything marked OOC (out of character) is you, the actual human, talking about rules or scheduling. Groups mark it differently - [OOC:], double parentheses, a separate channel - but every functioning group marks it somehow. Mixing the two is confusing to read and much worse to search through six months later. The post ends with a hook for someone else. Boblin explicitly leaves room for Torvin. This is the skill that separates the players everyone wants in their game from the ones who slowly stall it: your post should make the next person's post easier to write. /images/general-media/1787852213_xy2CPf1t.gifYour post is a door. Leave it open Rolling dice when nobody's watching Four options, roughly in order of how often you will see them: A dice bot. You type a command, the bot rolls publicly in the channel, everyone sees the number, and nobody can quietly reroll. Half a second of effort. This is what most Discord games use. A forum's built-in roller. Many dedicated play by post forums have a roller attached to the post editor, which timestamps the result and locks it to that specific post. Very clean, zero arguments. The GM rolls everything. Some GMs prefer this for pacing. You say what you are attempting, they roll behind the screen, and they just narrate the result. It removes an entire round-trip from every single action, which in a slow format is a genuine gift. The honour system. You roll your physical dice at home and report the number. This works completely fine among friends and is the lowest-friction option of all. It is a worse fit for a game full of strangers, and that is not an insult to anyone - it just removes a source of doubt nobody needs. One habit worth stealing whichever you pick: roll for the whole action, not one step at a time. Instead of "I attack" (wait a day) "okay, roll" (wait a day) "18" (wait a day) "you hit, roll damage" - post the attack, the roll and the damage in one go and let the GM sort out what landed. Compressing round-trips is the closest thing play by post has to a cheat code. Pace: the thing groups argue about Agree on a posting rate before the first scene, in plain numbers. "One post per weekday" is the most common standard and works well. "One post per day including weekends" is a fast game. "A couple of posts a week" is a slow burn and can absolutely still work, as long as everyone knows that is the deal going in. The number itself is not the point. The point is that everyone holds the same expectation, so nobody is quietly frustrated on day three. Then add the two rules that keep threads alive: Say when you will be away. One line - "travelling until Sunday, feel free to move Boblin along" - costs you nothing and saves the game. Absence is fine. Silence is what kills it. Let the GM skip you. Give your GM standing permission to have your character do something sensible if you haven't posted in a couple of days. Four people should never be stuck waiting on one. Most GMs use this gently and sparingly, and the groups that have this rule finish far more scenes than the groups that don't. If any of this sounds familiar, it should. It is a session zero, just with posting rates on the agenda alongside the usual boundaries and safety tools. Have one. Text games need it more than live ones, not less, because you cannot read a room you never sit in. Recommended reading: Library: Session 0 checklist: How to build a DnD group that lasts Combat, the slow part Combat is where text games grind, because initiative means everyone waits their turn, and in a format where a turn can take a day, one round can eat a week. Ways groups deal with it: Block initiative. Instead of a strict individual order, all the players go, then all the enemies go. Anyone can post whenever they like within the player block. This roughly halves the waiting on its own. Conditional posts. Write your turn with the branches built in: "If the ogre is still standing, Boblin throws the flask at it - otherwise he pulls Torvin behind the pillar." The GM resolves whichever applies. It feels strange exactly once, and then you will never go back. Fewer, bigger fights. Experienced PbP GMs tend to cut the encounter count hard and make the survivors matter. A random corridor scuffle is not worth ten days of anyone's life. Or move the boss fight to a call. Some groups do everything in text and hop on voice for the big one. Hybrids are allowed. There is no purity test here. Writing a post people can actually answer You do not need to be a good writer (your GM is not grading you, and nobody is expecting literary history). You need to be a useful one. Four habits cover most of it: Give other people something to react to. End on an action, a question, or an open door. A post where your character silently thinks about their backstory for four paragraphs is a dead end for everyone else. Don't move other people's characters. You can describe Boblin reaching for Torvin's arm. You cannot describe Torvin flinching. Same rule as not rolling for the GM. Match the group's length. If everyone else writes two paragraphs and you write twelve, you are not being more engaged - you are creating homework. If everyone writes twelve and you write "I attack", same problem in reverse. Post something rather than nothing. A short post keeps the thread alive. A perfect post you never finish writing does not. This is the single most useful habit in the format. /images/general-media/1787851678_zkLlK0d8.gifDon't overthink it - type, send and keep the game going. Does D&D actually work in text? Yes, and D&D 5th Edition is by far the most common system in play by post games - partly because it is what everyone already owns, and partly because its structure survives the format fine. Worth knowing though: 5E's combat is the fiddliest part of it, and combat is the part text handles worst. Systems built around conversation, investigation and drama, with lighter mechanics and fewer exact positions to track, often run smoother in a format where nobody can just point at the map. If your group is open to it, the Library is full of alternatives and a rules-lighter game can be a genuinely better fit here. But if the answer is "we want to play D&D" - play D&D. A slightly clunky game everyone is excited about beats a perfectly suited one nobody cares about. Finding a play by post group Look for a listing that states its system, its posting rate and its tone up front. Those three things tell you almost everything about whether you will enjoy it. "5E, one post per weekday, heavy roleplay, low combat" tells you exactly what you are signing up for. "Epic adventure awaits!!!" tells you nothing at all. If a listing mentions a session time, that is a live text game rather than an asynchronous one - which is great if your Thursdays are free, and useless if the whole reason you are here is that they aren't. When you apply, write two or three sentences in the voice you would actually post in. In a text game your writing is the audition, and GMs are mostly checking one thing: can this person write a post that gives everyone else something to respond to? Sure, we might be a bit biased here, but this is exactly what Groupfinder was built for. There is a "Play by post" tag you can filter by, so you can skip every game that needs you free on Wednesdays at 7. Set your system, set your tags, and see who is recruiting. Pros: Free, filterable by tag, system and timezone, and built for this one job rather than being a message board with a hobby attached. Cons: The platform is still growing, so there are more live games listed than text ones. Posting a player profile helps fix that faster than waiting does. Start the thread Text games do not need a calendar, a headset, or three uninterrupted hours. They need one person to open a thread and a few people willing to write a paragraph a day. If you are the GM, post your game and put "Play by post" in the tags. If you are looking to join, post your player profile, mention that you are after a text game, and bump it daily so it stays near the top. Then go write your first post at whatever hour suits you. Your future self, at 11pm on a Tuesday with no group call to join, will thank you.

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Medieval Fantasy City Generator
Tools & Platforms

Medieval Fantasy City Generator

English
Free
Universal
The Medieval Fantasy City Generator (MFCG) is a highly influential, browser based procedural tool created by the developer watabou. Since its debut in 2017, it has become the gold standard for "instant" urban cartography, capable of generating complex, aesthetic city layouts in a single click. In late 2025 and early 2026, the tool received significant updates to its District View and Building Placement algorithms, allowing for more organic street flow and higher density urban "slums" that better reflect historical medieval layouts. Description The Medieval Fantasy City Generator is a "toy" in the best sense of the word—a lightweight, highly customizable application that prioritizes "cool looking" maps over strict geographical simulation. It uses Voronoi diagrams to partition space into districts, then fills them with procedurally generated buildings, walls, and landmarks. Because it runs entirely in HTML5, it requires no installation and is a favorite for GMs who need to generate a "capital city" or "coastal port" on the fly during a live session. System Overview & Key Features One Click Generation Pressing a single key (Enter) generates a completely new city with unique geography. The tool automatically decides where the castle, the temple, and the market square go, providing an instant foundation for a Game Master to build their narrative upon. Procedural District Mapping The 2026 version features an improved "Alleys and Blocks" view. Cities are divided into logical districts—like the Craftsmans Quarter or the Shanty Town—each with its own architectural density and procedurally generated name that can be edited by the user. Dynamic Warp Tool GMs can manually reshape the city by "warping" its boundaries. If you need a city that is long and thin to fit a specific riverbank, or a circular fortress atop a hill, the warp tool allows you to push and pull the city's footprint while the buildings rearrange themselves in real time. 3D City Viewer Integration By exporting a city as a JSON file, users can open their map in the companion City Viewer app. This transforms the 2D layout into a fully navigable 3D environment, perfect for showing players the "skyline" of the city they are about to enter. SVG and JSON Export Maps can be exported as high quality SVG files, allowing them to be opened in programs like Illustrator or Inkscape for further artistic customization. The JSON export ensures full compatibility with other "Procgen Arcana" tools and major VTTs like Foundry. Azgaar's Integration The generator is natively linked to Azgaar's Fantasy Map Generator. When a user clicks on a city in a world map, it can automatically trigger the Medieval Fantasy City Generator to build that specific town, creating a seamless "World to Street" experience. Additional links watabou.itch.io/medieval-fantasy-city-generator - Official application page watabou.github.io - The full "Procgen Arcana" suite of generators patreon.com/watabou - Official Patreon for supporting the developer

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Pokémon Tabletop United (PTU)
Tabletop Roleplaying Games

Pokémon Tabletop United (PTU)

High-Fantasy
English
Rules-medium
Pokémon Tabletop United is a tactical, rules-medium tabletop roleplaying game designed to capture the depth, strategy, and wonder of the Pokémon video games and anime. Built for one Game Master and a party of trainers, it features extensive class and skill customization for human characters, detailed turn-based Pokémon combat on grid maps, and comprehensive Pokédex stat blocks spanning multiple generations.

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