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Groupfinder is a looking-for-group/players platform for any and all tabletop games. Whether you play online or in-person.

1,103 active player and 577 game posts
What is an active post?
A post is active while its owner keeps it open. Bumping the post, editing it, or receiving messages keeps it active. After 60 days with no activity, or if the owner does not visit for 60 days, the post turns inactive and leaves this list. The owner can activate it again at any time.
Example game post: To Erebor and back again, a One Ring campaign in Shire, 8 of 9 players Example player profile: Strider, playing Pathfinder 2E online and in Bree

Is Groupfinder free?

Yes. Posting a game, publishing a player profile, browsing every listing and messaging other players all cost nothing, and no card is needed to sign up. If you want to support us, an optional subscription adds extras on top - more games listed at once, auto-bump, every match for your post and custom colours. Finding a group and finding players stays free either way.

Can I find an online D&D group?

Yes. Plenty of the games here run online, over voice chat or a virtual tabletop (a browser app that stands in for the map and the dice). Filter the games list by Online and by D&D 5E, then message the game master. If nothing fits, post your own player profile and let a game master find you.

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Which systems can I search by?

D&D 5E, Pathfinder, Call of Cthulhu, Daggerheart and dozens more - and not only roleplaying games. Warhammer, Catan and other tabletop games sit in the same list. Tick the ones you want, then stack language, location and the days you are free, so you only see games you could actually join.

Recent posts

All latest posts (games and profiles). Both new and bumped posts end up at the top

Tabletop RPG
Tabletop RPG
DND5E
Dungeons & Dragons 5E
Online
Campaign
grounded: the helix organizations mistakes
Players
5/10
GM
1/1
Dungeons & Dragons 5E
en English

grounded: the helix organizations mistakes

Homebrew
House rules, a custom setting, or a system the Game Master wrote themselves.
Newbie friendly
New players are welcome, and nobody expects you to know the rules beforehand.
The Helix Initiative was introduced to the public as a revolutionary leap in environmental adaptation, biological medicine, and survival science. Officially, the organization claimed it was developing new ways for humanity to survive ecological collapse, disease, and resource shortages. Behind closed doors, however, Helix operated hidden research divisions dedicated to experimentation far beyond legal or ethical limits. Somewhere deep within those divisions, a scientist identified in surviving records only as Dr. W██d████ T████ developed a machine capable of shrinking living organisms to less than an inch tall. The technology was presented internally as a breakthrough in resource efficiency and medical research—but many of the subjects brought into testing were children between the ages of eight and sixteen. Most never returned. You are one of the survivors. After undergoing the procedure, you awaken inside an ordinary city park that has become an impossible wilderness at your scale. Blades of grass tower like trees. Puddles become lakes capable of drowning entire groups. Ants patrol the dirt like armored soldiers, while spiders transform sections of the park into web-choked death zones. Every inch of terrain matters. Every storm is catastrophic. Survival depends on learning how to weaponize the environment itself—crafting tools and defenses from thorns, sap, insect shells, broken plastic, roots, and scavenged debris left behind by previous miniature civilizations that clearly did not survive for long. As you explore deeper into the park, you begin discovering abandoned outposts, collapsed shelters, and fragmented Helix logs detailing increasingly unstable experiments. The records reference attempts to create “evolutions chosen suvivors” capable of evolving beyond normal biological limits. Again and again, one phrase appears alongside heavily censored personnel files: MARROW SYNDROME. The disease slowly destroys the body in stages—first decaying bone tissue, then muscle structure, and finally flooding the lungs with blood. Somewhere among the corrupted files are hints that Dr. W██d████ T████ never joined Helix out of loyalty. Some logs imply he infiltrated the organization to expose its corruption, free the surviving test subjects, and continue researching a cure for a terminally ill child connected to the syndrome. Whether those rumors are true remains uncertain. Helix officially denies the existence of both the disease and the scientist. Not every strange thing in the park comes from Helix laboratories. Survivors occasionally encounter a bizarre figure known only as Rock—a hyper-muscular talking bee obsessed with shouting “MUSCLE” at every possible opportunity. Most groups dismiss him as insane until they realize he understands far more about the park than he should. One moment he acts like a reckless coach forcing terrified children to become stronger, and the next he casually references erased facilities, failed experiments, or “previous attempts” that nobody else remembers. Near the edges of abandoned Helix sectors, Rock sometimes becomes unusually quiet, staring into empty space before muttering warnings that sound less like jokes and more like genuine fear. HE IS WATCHING YOUR EVERY MOVE...

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Latest update
Update log - October 2026 "Ten thousand and you"
Update log

Update log - October 2026 "Ten thousand and you"

We admit. This Update log comes a "bit" late. But for good reasons. We've been busy, busy working on Groupfinder. After all, we reached 10,000 users and the platform is actively growing. New people are discovering Groupfinder and adding their player profiles or using it to look for their games. For your constant and reliable support, we are very grateful. Thank you to all of you. So lets take a look at what were the main updates and improvements in September. Groupmanager The group managing side of the platform is evolving and growing. We have introduced a number of various tweaks and improvements to make it an even better tool for you and your group. Tiles Multiple new tiles have been added to the Groupmanager, allowing groups to add rulebooks, characters and monsters (from Roll20 and D&D Beyond) to the dashboard of your group's page. You have full control over what you find necessary and useful and what makes the manager useful to you. If you like the concept of the tiles but dont see one that matches your need - you can simply build your own and add it to the tiles library. Your Groupmanager dashboard is yours - customize it by adding relevant tiles to your particular group or game. /images/general-media/1792593736_15rGmolf.png Various other improvements and tweaks have been implemented to make the whole dashboard easier to use and giving the GMs more control over what users can have access to and what you want to keep private. State of tabletop We also posted an updated version of our user analysis in the form of "State of tabletop - 2026". Looking at what you are using Groupfinder for - which game systems, what format and how the ratio of players-to-games looks like. It is definitely an interesting read - and anyone curious about numbers and data is more than welcome to take a look and see what conclusions we were able to make. Messenger and chat The messenger has undergone quite a few design changes - making it more modern and user friendly. The initial approach needed proper love and care. We finally got around to refreshing the way the messenger feels and behaves. Including various performance improvements to help make it even better. Getting in touch with groups or players is now even easier and familiar with how the messengers on other platforms work. Player profiles Players can now find the "Additional info" tab in their player profile page. There you can fill questionnaires to determine your playstyle and preferences, making it easier for others to see what kind of a player you are and whether you'd be a good fit for their game. You can also list your previous game history to give you a space to show off all the games you've been a part of. /images/general-media/1792593833_yNKIsawr.png In addition to the Additional info tab, you will also find a "Characters" tab. If you are waiting to play a specific character concept, feel free to show it off to others. Either to better show others what kind of characters you are planning to play. Or just show off characters you've played in the past. If a character you've created has a themesong or music. Add that as well - give the readers the full experience of who that character is. The Library We have redesigned multiple parts of the library to bring everything up to date with the various bits and pieces that were updated in the past. More tools, game systems, creators and events have been added. And you can suggest more for us to add if you feel like there is something still missing. More focus and room has been given to projects to post updates and news for their projects. Either a new podcast episode gets released, a major update to the tool platform or just something to let others know you are still actively working on it. And more There have been other, smaller server-side improvements to make sure the platform stays fast, easy to use and mostly bug-free. And various tweaks in different parts of the platform that, while important and necessary, would eventually make this Update log too long. Some of those updates were implemented in October, some updates that are live will be discussed in next month's Update log. As this log gets posted a bit later than we'd like, it sits in a weird limbo between September and October. But again, thank you for being here, using Groupfinder and hopefully telling others about the platform. Till next time

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Randomly picked Library entries

Uniworld Character Manager
Tools & Platforms

Uniworld Character Manager

German
Free
Character sheets
This is the official character manager and generator for the Uniworld TTRPG system. With this tool, you can create and manage your Uniworld characters and avatars, including leveling up and exporting. Available export formats include PDF and JSON for the HTML character sheet.

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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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Bulk Token Builder
Tools & Platforms

Bulk Token Builder

English
Free
GMs have to prepare a lot more character tokens than players, which can be cumbersome and time consuming. To speed up the process, Bulk Token Builder allows you to create dozens of tokens, customise them simulatenously or individually, then export them all at once.

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