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Latest update
Update log - July 2026 “Time to schedule”
Update log

Update log - July 2026 “Time to schedule”

Hope you are all having a nice summer. While we haven't been bombarding the site with massive updates these past few months, we have been working on things in the background. Just to keep you all somewhat updated and ensured, that we are still actively working on the platform - here is a brief update and check-in. Minor improvements Every now and then we have pushed new and small updates to the platform. Just today, we finally got around to implementing the time & day scheduling to the game posts. So if you have a game post running, be sure to edit it and add the days you are planning on running the game, and at what time the session would be starting. Players looking for games will be also able to filter the groups based on those parameters. Do keep in mind that since the feature is new, almost all of the games listed at the moment are still without a preferred day and time - so they will not be shown to you when you use the filter. But as time goes on and games update their listing, more and more will have those elements. Additionally a few updates were added to the game post creation process - nothing gamebreaking or -changing. Just some convenience factors. .gg We have officially shifted to a new primary web address (although you are free to keep using whichever domain ending you have before - nothing should be negatively affected. But Groupfinder can now be also accessed via groupfinder.gg Even though the platform is global - having the .eu ending seemed to cause more confusion than we had anticipated. But this is more of a cosmetic change - nothing in our core values or goals has changed as a part of this shift. Library evergrowing The library is rapidly growing - every week new entries are added. Some thanks to the help of a few volunteers, to whom we are extremely grateful. It is becoming a proper tabletop gaming resource now. But it will never be complete - we are seeing new tabletop projects and creators pop up all the time - and we would love to be a gateway between them and you. Group Manager This is the biggest element we have been working on since the start of the year (and even before). While not ready to go live - we are anticipating that the day is drawing ever closer by every week and testing cycle. Group manager will be a parallel mode to Groupfinder - a system to manage your.. well.. group. Keep track of timefinder polls to schedule the next session. Share files with your players - or make them private, so that only you can see them - or only some of the players. This will make it easier to keep track of various notes, lore and character backstories. Or just share gifs.. Also a viable approach. But until we have anything more substantial to report - I will be signing off for now. But will keep a watchful and helpful eye on the platform. And if you have a friend or a group that could benefit from using Groupfinder - be sure to tell them about the site - it will be a win-win situation. The more people know about Groupfinder, the faster your games get filled - and the faster you find a group to join. Till next time.

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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
Dragon Ball: Millennium
Players
3/4
GM
1/1
Dungeons & Dragons 5E
en English

Dragon Ball: Millennium

Homebrew Homebrew
Adult Adult
Schedule Sessions run Fridays from 5pm to 11pm CST over Discord VC, with most sessions landing somewhere in the 3 to 4 hour range. There's no official start date yet since I want to take the time to find the right players first. This is meant to be a long-term campaign. System The game is built primarily on 2014 rules, with 2024 rules pulled in wherever they're cleaner or simply work better. Everyone plays the homebrew Martial Artist class, which sounds restrictive at first but actually gives a lot of room to build the character you want. Combat, rolls, and character sheets all run through Roll20. The homebrew module can be found here. Tone The story starts out grounded, much like early Dragon Ball, and slowly builds toward the higher stakes of DBZ as the campaign progresses. There will even come a point where the players will leave Earth itself possibly.... Setting The campaign takes place on Earth in the year 1000, right as the 100th World Martial Arts Tournament arrives. It's centuries after the era of the Z-Fighters, but their influence still echoes through the universes. Vegeta and Trunks visit the Saiyans in Universe 6. Defending Planet Sadala from Champa and brings the planet to Universe 7, in doing so, reviving a more heroic version of the Saiyan race. Say Goku on the last question in the application to prove you've read this much. Goku and Vegteta at their absolute peak finally end Frieza's empire of terror. Ending it has the side effects of not only freeing previously dominated planets but with the new vacuum of power an age of space piracy has begun leading to an ever increasing need for newer and stronger heroes. What I'm looking for Ideally, experienced players within both D&D 5e and RP, from a NA timezone, and at least 18 and up in age. If you're not as experienced in the system but really like Dragon Ball and really want to play then I'm willing to work with you and make sure you don't fall behind. If this sounds like your kind of game, you can apply here, and I'll reach out on Discord to set up a short VC interview. Looking forward to reading your applications! Also if the hyper links don't work please let me know!

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Tabletop RPG
Tabletop RPG
DND1E
Dungeons & Dragons (1974)
Online
Campaign
Original Dungeons & Dragons
Players
4/10
GM
1/1
Dungeons & Dragons (1974)
en English

Original Dungeons & Dragons

Roleplay focused Roleplay focused
Newbie friendly Newbie friendly
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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Tabletop RPG
Tabletop RPG
VtM
Vampire: The Masquerade
Online
Campaign
Vampire 20th anniv Chicago(DA disciplines)
Players
4/6
GM
1/1
Vampire: The Masquerade
en English

Vampire 20th anniv Chicago(DA disciplines)

Homebrew Homebrew
Roleplay focused Roleplay focused
No politics of any kind: right, left, sexuality, real world religions, excessive feminism/whatever etc not allowed, if you have a need to make a fuss about that, you will be kicked out. It's perfectly fine to have those views, but don't bring them to the game (this is meant to be fun, social, intellectually challenging). If you have major psych problems that get in the way of simple social interaction (explosive outbursts etc) don't contact me. I do ask for telephone number just in case of you not showing up to game and you didn't tell me otherwise. Emergency stuff, like if you get sick or something. I do care about my players! I have been GMing since 1997 or so, cut my gaming teeth on AD&D first ed. I go above and beyond for my players. I am very adept at teaching, btw. This campaign is on Mondays at 6pm Central time Discord video chat, but we could change time/day if the other players are willing and able. Set in Chicago, I've added abilities to the NPCs to support their discipline powers, and set the whole timeline from Chicago 1 to 2 and beyond more gradually, changed who lives. Note that I have changed some of the clans a bit, like switched Gangrel and City Gangrel, turned certain Brujah into True Brujah, a Ventrue into a Nosferatu, that sort of thing. I had to make tiny changes to V20 to make it simpler, faster. Like Celerity, Fortitude, Potence. Also I don't use abilities like Awareness, Larceny, and I kept the damn Linguistics, Dodge as they are needed. That kind of thing. I even have combat rounds with meaningful character range when I gotta be aware of the local terrain/number of villains etc (minatures rules). The Giovanni I replaced with Cappadocians and Lamia, as the Giovanni were megalomaniacs and incompetent besides, plus they don't seem to be at all relevant to any setting (there are ghosts in Chicago note). The Ravnos I replaced as being totally divorced from the rest of the game, they don't have any influence, and seem to exist solely for troublemaking players. So, they got booted in favor of the Salubri, who actually ARE useful from a GM's perspective. Finally, I outright replaced all Setites with Baali, the latter are a much better written, and much more competent version of the Setites' Lovecraftian "I wanna bring demons into the world" schtick.  I noticed that if you played the Sabbat as written, they'd be wiped out entirely by werewolves, human hunters, and the Camarilla long ago. Worse, if they somehow managed to survive, they'd be discovered as vampires by humanity BECAUSE of their silly anti masquerade antics. On top of that, eating one's elders is a bad idea. All the Sabbat had was neonates and super buff elders, nothing in between. That means their stated purpose was a shambles. I changed their purpose to (eliminating the focus on fighting clan founders) dominating humanity, making humans into slaves. The Black Hand has been subsumed into the Sabbat as a whole. 1 Give me warning 24 hours before the game if you are gonna cancel. I need the time to tell the others and cancel the game if I don't have enough people to play. This is non negotiable! 2 Play well with others. If you are too disruptive, I will boot you after several warnings. 3 Take a different role each new campaign. Try new things! 4 You have to show up to play 75% of the time. If you cancel too many times, there's no point to having you in the group. 5 Sometimes you will be required to take a role you don't really want because the rest of the group made their picks already. If this happens, the next campaign I will make sure you get first pick as to your role/class. 6 If you have to make sacrifices for the group, like blowing feats on item crafting etc, I will try to send good things your way. Teamwork is important. Vampire has difficult to make characters (you distribute dots, there are no classes, so you need to make the character with my help so you can use your super powers and I rig it so that you get the most power possible for what you tell me you want to do). However the game play dice mechanics/rules are easy as heck. The hard part is that it demands more forethought to play, because there's a lot of deceptive NPCs, including your own. It is oddly more ethical/moral than medieval fantasy games by far, even though you don't play a hero normally, and even though you're a vampire feeding on humans and aren't human yourself. It's darker I suppose, lots of intrigue and figuring out what is really going on. Kinda like watching Babylon 5 or Dune, you have to take notes to recall everything that could be vital later. A LOT less combat than medieval fantasy games! It's rare, but nasty when it does occur. Maturity is advised. Note that I broke my campaign down in a timeline, it can be altered yes by PC actions, even down to the year and month. The only thing I haven't added in is the end of the world, Gehenna, YET. Should take years to complete, we are a quarter of the way through. VERY DETAILED homebrew campaign that can be changed if you do exactly the right things at the right time. RIght now they are in late 1990, you will get the PC's average xp to start with. You even get free generation if I can find a sire, an extra dot of disciplines, and 5 extra freebie plus 2 merits (Potent Aura, Common Sense/1 dot of Status). I give free Generation if you take from the official list. This can vary wildly based on what the two of us come up with (you dictate the parameters, I figure out how to make the mechanics do what you want and tell you about potential problems, and I pick out flaws so as to give you your own story arc). In general you will be making your PC on video chat with me, so that I can make sure you get all the benefits coming to you. I also set up PC's so they are good at their discipline rolls, as soon as you unlock the powers themselves. Official list of clans/bloodlines you can take in Chicago compatible with the group as it is: Nosferatu (must take Dark Fate flaw), Toreador, Ventrue, Brujah, Gangrel (Sabbat), Malkavian, City Gangrel (Camarilla), Tzimisce (must take the Dark Fate flaw), Gargoyle, Caitiff (Anarch typically), Assamite (Milwaukee Sabbat), True Brujah. The Dark Fate flaw means that your PC is destined to die by Antedilivuan during the end of the world. That doesn't mean you can't play, you can still run other characters even after your main one croaks. Obscure list (you can take them if you want, but you won't have support from fellow clan members in Chicago): Daughter of Cacophony, Nagarajah, Salubri (Warrior and very Camarilla), Lamia.  Got a Cappadocian (a hospital morgue doctor), Salubri (one healer(an FBI agent), one watcher (a homicide Chicago police detective), and Lasombra (an amateur boxer and criminal lawyer, he wants to go Camarilla). I have set up each pc to have fast growth, to have really good rolls for their disciplines right away. You gotta also pay for mentor ratings since you need a teacher to increase your disciplines outside of Celerity, Fortitude, Potence. If you pick from the obscure list, you can BUY up to 7th generation, but you blow 6 background dots to pull it off.  Caitiff are interesting, I made them able to teach ANY discipline they learn; normally the 13 clans can only teach their clan disciplines. A Tzimisce who goes Camarilla eventually has huge story potential, and could aid the group extensively via Vicissitude, Koldunism (need a level 3 ritual late in the campaign), and Animalism to hose over werewolves and aid the party vs frenzy. Brujah, Toreador, Ventrue, True Brujah, and the healer version of Salubri, all have clan access to Presence, and level 3 of that power requires Appearance being high, so a PC could be quite the entrepreneur among vampires and humans (note that the porn Hollywood, prostitution, and music industry would be lucrative)..... A Tremere is possible, but you'd need to be a diehard Anarch (meaning the local Tremere want your keister dead, although good news for you that the Chicago ones are less than competent). At the moment, the only Discipline nobody has clan access to is Celerity, but there's a lot of clan proprietary powers that nobody has. There is a 5 pt merit that allows you to buy an additional clan discipline, by the way, and in my version of it, you need lots of Wits. If you don't know the clans, I can give you information but you will need the V20 core rulebook (learning the setting and abilities but not the disciplines), the dark ages core rulebook (mostly just for the super powers), tome of secrets (all forms of vampire magic, even obtenebration), and Erciyes Fragments (this will feature heavily in the campaign) books. Also a total of 20 d10's, basically two matched sets of 10 d10's, but the 2 sets cannot match each other. Preferably translucent dice, not solid. Chuck out any that have bubbles inside. The Guide to the Camarilla from the Revised edition might be handy, but not strictly necessary. Prince's Primer is nice for understanding elder vampires' mindset.

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en English
Any system
Online
Yayo
Name is Yayo 41 He/Him, a digital nomad based in East Asia. Currently based in Bangkok (couldn't find it on the list for some reason) Experienced player and GM, currently running one ongoing campaign (5.5e/2024). I enjoy combat, roleplay, and exploration equally, and love exploring my character's arc and making choices in-character, while also optimizing for combat when it comes up. For D&D specifically, I enjoy homebrewing elements to fit my character's narrative — not mandatory, but a DM open to it is a plus.
New
Posted 58 minutes ago
en English
DND5E
Dungeons & Dragons 5E
PATH2E
Pathfinder 2E
...
Online
Kris
Long-time 5e enjoyer (not the half-baked rerelease), formerly knowledgeable in 4e, Canadian, 30. Friendly, lax, witty. 10+ years in the hobby. Roleplaying- and world exploration-oriented player, would prefer to find a table that matches those aspects, but at the same time I'm not opposed to a classic combat-heavy dungeon crawl, particularly with PF2e or 4e D&D. I take notes. Detailed. Notes. Trialled PF2e briefly and really enjoyed it, hope to get the chance to play it again someday. I'm also interested in (but completely green with) The One Ring 2e, 40k Wrath & Glory, and AoS: Soulbound. Currently in the market for long-term weekly or bi-monthly games in the evening (EST) run on any day but Thursdays. Prefer Roll20 but willing to use Foundry, big maybe on BeyondVTT. No D&D Beyond, thanks. Some of my all-time favourite universes include Warcraft, Warhammer (Fantasy and 40k), Dark/Demon's Souls/Bloodborne, Diablo, Lord of the Rings, Star Wars, Mass Effect, and Lords of the Fallen. I continue to hold out hope of one day playing in an Eberron campaign, someday, eventually... I really like Dwarves and Orcs but rarely play as them.
Tabletop RPG
Tabletop RPG
DND5.5E
Dungeons & Dragons 5.5E (2024)
Online
Oneshot
Blood, Mist and Souls
New
Posted 2 hours ago
Players
0/6
GM
1/1
Dungeons & Dragons 5.5E (2024)
en English

Blood, Mist and Souls

Horror Horror
Adult Adult
Levels 1–3 | Play-by-Post | 2 Sessions | Gothic Horror | D&D 5.5e The mist rolled in without warning. A manor appeared through the fog — warm light in the windows, smoke from the chimney. It looked like shelter. It looked like safety. It was neither. Count's Manor is the dark, atmospheric introduction to Legends of Barovia — an expanded and enriched version of the legendary Curse of Strahd campaign. In two sessions, you will explore a haunted estate layered with tragedy, uncover the horror lurking inside, and face your first foe. Characters begin at level 1 and will reach level 3 by the end — if they survive. This game is for you if: -You love gothic horror, dark atmosphere, and roleplay-heavy storytelling -You are new to Curse of Strahd or want a fresh entry point -You enjoy collaborative, slow-burn horror -You want to try a game before committing to a full campaign This game is NOT for you if: -You want fast combat and easy victories -Horror, death, and mature themes make you uncomfortable

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Latest update
Update log - July 2026 “Time to schedule”
Update log

Update log - July 2026 “Time to schedule”

Hope you are all having a nice summer. While we haven't been bombarding the site with massive updates these past few months, we have been working on things in the background. Just to keep you all somewhat updated and ensured, that we are still actively working on the platform - here is a brief update and check-in. Minor improvements Every now and then we have pushed new and small updates to the platform. Just today, we finally got around to implementing the time & day scheduling to the game posts. So if you have a game post running, be sure to edit it and add the days you are planning on running the game, and at what time the session would be starting. Players looking for games will be also able to filter the groups based on those parameters. Do keep in mind that since the feature is new, almost all of the games listed at the moment are still without a preferred day and time - so they will not be shown to you when you use the filter. But as time goes on and games update their listing, more and more will have those elements. Additionally a few updates were added to the game post creation process - nothing gamebreaking or -changing. Just some convenience factors. .gg We have officially shifted to a new primary web address (although you are free to keep using whichever domain ending you have before - nothing should be negatively affected. But Groupfinder can now be also accessed via groupfinder.gg Even though the platform is global - having the .eu ending seemed to cause more confusion than we had anticipated. But this is more of a cosmetic change - nothing in our core values or goals has changed as a part of this shift. Library evergrowing The library is rapidly growing - every week new entries are added. Some thanks to the help of a few volunteers, to whom we are extremely grateful. It is becoming a proper tabletop gaming resource now. But it will never be complete - we are seeing new tabletop projects and creators pop up all the time - and we would love to be a gateway between them and you. Group Manager This is the biggest element we have been working on since the start of the year (and even before). While not ready to go live - we are anticipating that the day is drawing ever closer by every week and testing cycle. Group manager will be a parallel mode to Groupfinder - a system to manage your.. well.. group. Keep track of timefinder polls to schedule the next session. Share files with your players - or make them private, so that only you can see them - or only some of the players. This will make it easier to keep track of various notes, lore and character backstories. Or just share gifs.. Also a viable approach. But until we have anything more substantial to report - I will be signing off for now. But will keep a watchful and helpful eye on the platform. And if you have a friend or a group that could benefit from using Groupfinder - be sure to tell them about the site - it will be a win-win situation. The more people know about Groupfinder, the faster your games get filled - and the faster you find a group to join. Till next time.

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Randomly picked Library entries

Basic Roleplaying (2023)
Tabletop Roleplaying Games

Basic Roleplaying (2023)

TTRPG
Rules-light
Chaosium
Basic Roleplaying is the venerable "D100" engine that has powered Chaosium’s greatest hits for over four decades. Originally appearing as a slim booklet in 1980, it was most recently revitalized as the Basic Roleplaying: Universal Game Engine in 2023. In 2026, it stands as one of the industry's most important open-source platforms, released under the ORC License, allowing independent creators to build and sell their own games using its legendary, time-tested mechanics. Description BRP is a "genre-neutral" toolkit that discards character levels and rigid classes in favor of a pure skill-based system. Whether you are playing a Bronze Age warrior, a 1920s detective, or a futuristic mech pilot, the core experience remains the same: your character is defined by what they can do. Because it uses percentages (e.g., "I have a 65% chance to climb this wall"), it is widely considered the most intuitive and "transparent" RPG system for new players to understand at a glance. System Overview & Key Features The Universal D100 Engine Every action is resolved by rolling two ten-sided (d10) dice to get a result from 1 to 100. If you roll is equal to or under your skill rating, the action is deemed a success. This approach simplifies the mechanical process of the game, as there are no complex tables to keep track of and compare to decypher whether it is a success or failure. Organic Character Growth There is no "Experience Points" system in the traditional sense. Instead, when you succeed in using a skill, you mark a "Skill Check" on your character sheet. At certain stops in the game/story, the player rolls to see if the character improves in those skills, meaning your character evolves based specifically on the actions they performed (and succeeded at) during the game. Modular Rule Design The Universal Game Engine is designed with variations and systems to choose from. GMs can choose whether they prefer to just use "Hit Points" or add a more detailed wound system with "Hit Locations" for more realistic tactical consequences. Systems for Magic, Sorcery, Mutations, or Superpowers (depending on the setting) can be added, instead of being baked in the core mechanics, ensuring the mechanics always fit the theme of the game. Deadly and Tactical Combat BRP combat is grounded and dangerous. Unlike high-fantasy games where adventurers have a vast health pool, a single strike of a sword or bullet in BRP can be fatal. This encourages players to think creatively and use mechanics and terrain to their advantage. Talking their way out of situations is often seen as more reasonable (and survivable), than just treating every conflict as a forced combat situation. The ORC License Revolution By introducing to the Open RPG Creative (ORC) license, BRP started a wave of third-party "Powered by BRP". This has expanded the system into new genres like Cyberpunk, Wuxia, and Cozy Fantasy, all supported by a single, unified ruleset and system, compatible with most themes. Compatibility with "The Big Three" Because the core mechanics have remained the same since the beginning, a monster or spell from a 1980s supplement is almost always compatible with the modern 2026 engine. This gives GMs access to one of the largest libraries of pre-written adventures in tabletop gaming, spanning Call of Cthulhu, RuneQuest, and Pendragon. Additional links chaosium.com/brp : Official BRP Universal Game Engine portal basicroleplaying.org : The primary community hub and "BRP Central" forums

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Cyberpunk RED (2020)
Tabletop Roleplaying Games

Cyberpunk RED (2020)

TTRPG
English
Complex
Cyberpunk RED is the fourth edition of the a tabletop role-playing game system published by R. Talsorian Games in 2020. The story takes place in the near-future of 2045 following the events of the Fourth Corporate War. The period for the game's storyline is named the "Time of the Red" due to atmospheric pollution. The system it directly evolved from is Cyberpunk 2020 Description Players in the game are referred to as "Edgerunners". They are mercenaries, criminals, and specialists living in the metropolis of Night City. The games focus on completing jobs and surviving in a megacorporations and street gangs controlled society. As the global supply chain has collapsed, resources are scarce and players must often rely on black-market brokers, known as Fixers, to find their equipment, weapons, and armor. Cybernetic body modifications are a recurring topic in the game, with the emphasis on the risks of enhancing one's body and mind with. System Overview & Key Features Core Dice Mechanic (Interlock System) The game uses a Interlock System. An action's success is determined with a a ten-sided die (d10) and adding the relevant Statistic and Skill rating. The total is compared against a Difficulty Value (DV). Lifepath Generation When creating a character, the player can either roll or manually pick various options from the "Lifepath" tables. The choices made will define the character's cultural background, their family history, romantic relationships, and potential enemies. This is a built-in method of creating an immersive and entangled character backstory. Roles and Special Abilities Characters are defined by their "Role," which is a the game's class system. Players have a choice between ten different roles: Solo (combat specialist), Netrunner (hacker), and Medtech (doctor). Every role has their unique Special Ability which gives them unique gameplay mechanics. Combat and Armor Combat in Cyberpunk RED relies heavily on their body armor rather than high hit point totals. If an attack successfully penetrates a character's armor, the armor's defensive rating is permanently lowered by one point. This mechanic makes extended combat encounters dangerous and forces players to consider alternative approaches. Netrunning The game's hacking rules require Netrunners to be physically close to the computer systems they want to breach. In the setting, the global internet was destroyed, meaning remote hacking is no longer possible. Cyberware and Humanity Players can install cybernetic implants into their characters to gain new abilities or improve their stats. Every implant reduces a character's Humanity, which subsequently lowers their Empathy . If a character's Humanity reaches zero, they develop a condition called Cyberpsychosis. This generally results in the player permanently losing control of their character and no longer being able to play them. Additional links rtalsoriangames.com - Official publisher website and digital storefront cyberpunk.net - Official franchise portal for cross-media content

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Safety tools 101: Why safe players are brave players
Guides & How-to

Safety tools 101: Why safe players are brave players

Guides
You have found a D&D group, your characters are ready and the players are hyped for the start of the game. However there is a thought that keeps cropping up in the back of your head: “What if they take the story in a direction I don’t feel comfortable with?” Tabletop roleplaying games are built on imagination and improvisation. Therefore setting boundaries might feel wrong or tricky. Perhaps you or someone else has a phobia of spiders, or some situations might make you uncomfortable. This is where safety tools come to play. Before you start thinking that these are borderline “censorship” methods - they are communication shortcuts that ensure everyone in your group is having fun, even if the story gets dark or brutal. What are safety tools? Think of safety tools as subtle “safe words” in a stunt show or a timeout in sports. It doesn’t mean that the show can’t go on, instead it allows for the participants to pause, edit or skip certain bits of content that might not be something everyone is comfortable with. It avoids the need for that awkward, long speech about themes and decisions while making some people feel uncomfortable with either expressing their creativity or feeling targeted in another way. When everyone at your group knows where the “emergency brake” lever is, players usually feel more comfortable with intense roleplay situations, as everyone feels more in control of the direction the story is going. /images/general-media/1778077472_okHsoUPF.gifIf the game goes in a direction that everyone is comfortable with - rewind. The big three Lines and Veils This is a list that is collaboratively created during Session Zero. Everyone agrees upon setting limitations regarding various topics and when to let the story progress in a “skip cutscene” manner. Lines: Hard boundaries. If a “line” is drawn at harming animals, these situations do not occur in your games. Veils: A soft boundary - this is more of a “fade to black” moment, where the story overlooks specific details and situations, but still acknowledges their existence. The X-card If a situation makes you uncomfortable, signaling (either with a physical card with an X on it, or writing it in the chat) the X-card means that whatever is going on is skipped or retconned. The game continues but avoids the specific direction it is currently headed. This is a no questions asked situation. You don’t have to explain why this situation bothers you, a healthy group will respect your choice and preference and move on. Open door policy In a situation, where you do not feel comfortable, you are permitted to simply get up and leave the table to either “take five” or stay away until the current situation is resolved. Or if the theme is simply overwhelming, you can excuse yourself for the rest of the session. It is important that the group agrees beforehand to respect the open door approach and will not judge the person choosing to opt out. “This will ruin the mood!” As a DM (or a player), you might fear that using safety tools will break the immersion. In reality, the opposite is true - players knowing that they and their preferences are respected will keep everyone on the same page. When a group has no discussed boundaries beforehand, players are likely to simply “shut down” during specific situations and simply disconnect either mentally or digitally from the game at hand. Since the story involves everyone in the group, everyone should feel like they want to be part of it. Knowing beforehand which themes and topics may be an issue for your players will help everyone in the group focus more on the game, and less on worrying or playing the “guessing game”, wondering whether the topic at hand is appropriate for everyone. How to react when a tool is used If you are the DM and someone uses the X-card or reminds of a “line”, here is a professional way to handle it: Stop. Pause the narration or situation immediately. Acknowledge. Say “Thanks for letting me know.” Don’t ask “Why” or try to downplay the situation. Respect the player and their decision Adjust. Change the scene. Feel free to “rewind” the scene and take it in a different direction. Instead of spiders in the room, there are goblins, wolves, mimics, dragons (okay lets not overdo it…), or nothing at all. Check-in. A quick “Everyone good?” to check whether the situation has been resolved. And continue the game. Why do we promote using safety tools? When meeting new people for the first time, you don’t have years of history to know what their triggers or boundaries are. And circling back to the “guessing game” - you shouldn’t be expected to know these. Instead clear communication will help your group in the long run. Using safety tools should be seen as a strong green flag. It tells others that you are a thoughtful player or a DM, who cares about the people behind the characters. You will turn the group of strangers into trusted players much faster. Be a brave player Great tabletop gaming stories are ones where players take risks, are vulnerable, come up with stupid plans (that somehow work) and defeat villains. Safety tools will guide your game in a direction where you don’t step on anyone’s toes and lets you focus on the game at hand. Ready to get into a game? Post your player profile on Groupfinder, or find a group where you can gather other like-minded, respectful, players.  If you know of a DM, who is looking to level up their group management - then share this article with them and help make the tabletop community a better and more enjoyable place for everyone. If you are ready to jump into a game, head over to our directory to find a D&D group looking for players right now.

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