Dune: Adventures in the Imperium (2021)

Roleplaying on Arrakis and beyond

Overview

Dune: Adventures in the Imperium is a tabletop roleplaying game of political intrigue, feudal warfare, and desert survival set in Frank Herbert's Dune universe, published by Modiphius Entertainment with lead designer Nathan Dowdell heading a large credited design team. It released in 2021, timed alongside Denis Villeneuve's Dune film, running on a version of Modiphius's house 2d20 System adapted specifically for the setting's politics-first, duel-heavy tone. The system is a setting-specific adaptation of Modiphius's 2d20 System, the same engine family behind Star Trek Adventures and Fallout: The Roleplaying Game.

Description

Players build elite agents in service to a noble House - Mentats, Swordmasters, Bene Gesserit Sisters, Spies, devious Advisors, or Fremen of the deep desert - and, before a single character is even built, the whole table designs that House together in a dedicated House-creation mini-game, deliberately keeping play away from the canon Houses Atreides or Harkonnen.  The Game Master runs missions where combat is only one of several ways a scene can go wrong: duels, skirmishes, open warfare, espionage, and courtly intrigue all resolve through the same underlying system, and a table can just as easily spend a session at a negotiating table as on a battlefield. The game leans hard into its source material's core promise - that plans, loyalty, and leverage usually matter more than a blade - and asks players to think as much about their House's long game as their character's next roll.

Active games and players

DUNE
Dune: Adventures in the Imperium
Online
Campaign
Dune: Adventures in the Imperium
Players
0/4
GM
1/1
Dune: Adventures in the Imperi...
en English

Dune: Adventures in the Imperium

Roleplay focused
Conversation, character and story take up most of the table time.
DUNE: HEIRS TO THE DARK Yesterday you served the Great Houses. Today you are one. Welcome to the Great Game. Knife fights in space. Poison in the spice tea. Duels over matters that could probably have been settled with a bit of wit and some conversation. Chases, betrayals, very expensive clothing, and extremely questionable decisions. The Emperor has elevated your House and granted you a world of your own. Now comes the fun part: keeping it! Of course, nobody gives away a world without a reason. Create a House, its characters, and the world you've inherited. Make allies and enemies. Navigate the Landsraad. Bargain with the Spacing Guild. Build a fortune - or lose one. Settle old scores and make new enemies. Decide what kind of rulers your House will be. Political intrigue • House building • Exploration • Mystery • Adventure New players welcome. No knowledge of the Dune RPG, movies, or novels required.

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DUNE
Dune: Adventures in the Imperium
Eindhoven
Campaign
Worms and Sandsnakes
Players
1/4
GM
1/1
Dune: Adventures in the Imperi...
en English nl Dutch

Worms and Sandsnakes

Roleplay focused
Conversation, character and story take up most of the table time.
Newbie friendly
New players are welcome, and nobody expects you to know the rules beforehand.
Hey, I am an experienced DnD GM, but I would love to try a new system specifically Dune: Adventures in the Imperium a 2d20 system by Modipheus. It's easy to pick up and very good for roleplaying!  You will play as your own custom made House under the (evil) Harkonnen trying to gain more power and leverage on the planet Arrakis while trying to outwit both your overlords and possible rivals! Dealing with the elusive Fremen, sneaky smugglers and the ever present threat of the Great Sandworms... The plan is to play a campaign of around 10 sessions of around 2/3 hours!  I am 25 years old, male and Nederlands!

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CoC
Call of Cthulhu
MOTHERSHIP
Mothership
...
Online
fictionalbeing
Long time gamer, played a variety of systems. Interested in the new and indie or the seasoned and traditional.
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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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Get in the Trunk
Actual Play & Podcasts

Get in the Trunk

English
Actual Play
Delta Green
Get in the Trunk is an anthology series playing through various Delta Green scenarios by Arc Dream Publishing, such as Last Things Last, The Last Equation, A Victim of the Art and Ex Oblivione. In 2022, Season 4 began the first long-form Delta Green campaign — Impossible Landscapes. Links youtube.com  - Youtube playlist spotify.com  - Spotify feed glasscannonnetwork.fandom.com  - Get in the Trunk wiki

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Covering the basics: Creating a character backstory
Guides & How-to

Covering the basics: Creating a character backstory

Covering the basics
“Covering the basics” is a easy-to-follow set of articles helping players get through the first steps of the game. You found a game to join? Well done, but now what? Think of your favourite characters from either a book, movie or a tv show. Can you form a list of what actually makes them stand out from all the others? Not just what they look like or what their actions were in the story. Most likely, once you stripped those characters of their physical appearances and put aside the plot of what they achieved throughout you are still left with elements that actually made them become memorable. The time you had with that character was most likely a fragment of their entire life. Their actions, beliefs and behaviour was likely derived from something that made them that way.   It was their backstory. A backstory as a structure When creating your character, once you set aside the technical attributes and specifics, it is worth spending more time on figuring out who they are. While it might feel like a waste of time and effort to spend too much time on building their backstory, it is likely to help you out in the long run. Assuming your character will be yours for a longer period (not one that is built for a quick oneshot), understanding them will become invaluable. Not just for the Game Master to know where your character is from and how they ended up as an adventurer - but it will help you stay consistent throughout the campaign. Your character should stay consistent. This isn’t to say that they can’t evolve and grow throughout the adventure - they most definitely should be affected and moulded by their experiences throughout the story. But at their core, they should still be the same person from session to session. And this is why having a thorough backstory is important. Knowing how they would react in a situation should come from understanding why they would act that way. What experience in their previous life set them up to see the world in this way. It will also be a great framework for your Game Master to have and construct around. After all, they dont know your character. But having a reference document (a backstory) will be of great help. Matching the theme Before you start collecting various ideas and concepts for your character be sure to familiarize yourself with the game and it's world you are about to bring them into. Whether the story will focus heavily on the world and the politics or will there be enough "screentime" for the characters to develop their story. Hoping to fully go through your character's backstory in a game that will not give enough time for that will lead to disappointment and potentially disinterested players. All of that should be discussed during your session zero, where the theme and topics are set and agreed upon. The theme of your character should fit both with the world and potentially with other players. Of course the generic tabletop gaming table will include characters of different styles and themes. However, depending on the immersion balance and expectations, you might want to discuss this with other players, without delving too deep into specifics. Agreeing on following a similar theme or storyline will help your party feel more likeminded and in the same genre.  /images/general-media/1779464200_QOr2M7LS.jpg Think big, write small Before you end up with a document, that is stretched over tens of pages (Which most GMs will not bother to read and memorize) try and create a rough overview of their story so far. Limit yourself to a few paragraphs at the most. As an example, let’s create a character alongside this article. Meet Bork… the orc. To start off with, let’s focus on simply creating an outline of who they are. Bork’s life began in tragedy when a brutal bandit raid destroyed his birth-tribe's village. His parents either perished or were forced to flee in the chaos, leaving the infant behind to perish in the smoke. He was saved by a twist of fate when Ningo, an aging gnome hunter drawn by the smoke of the burning huts, discovered the crying orc baby in the ashes and chose to adopt him. Raised in Ningo’s secluded woodland home, Bork’s upbringing was completely upside down for an orc. Instead of being taught bloodlust and brute force, he was raised on gnomish values of curiosity, patience, and meticulous planning. Ningo taught him how to survive using stealth, tracking, and clever traps, resulting in a towering, muscular adult orc who could move with surprising grace and possessed a gentle, analytical mind. Once Bork reached adulthood, Ningo realized his adoptive son was shrinking himself down to fit into a gnome's world. Wanting Bork to forge his own identity rather than just mimic his upbringing, Ningo encouraged him to venture out into the world. Equipped with a heavy pack, a hunting bow, and a mind full of gnomish meals, Bork set off into the wider world to discover who he truly wanted to be. And thats it - this is Bork in a nutshell. But what we have established throughout this brief introduction are multiple key elements we can built upon. What was the tribe like, who were the bandits? Why did they raid the tribe? Who were his biological parents? What is Ningo’s story? What kind of values did he instill in Bork? And many others. But as a brief overview we have much to work with. From here you can fill in the blanks, separate it into various other subsections to dive deeper into. Find answers, more questions and potentially leave things vague. Many elements can be left vague so that your Game Master can pick elements to integrate into the campaign story. Unique. In this version To quote Mark Twain: "There is no such thing as a new idea. It is impossible. We simply take a lot of old ideas and put them into a sort of mental kaleidoscope. We give them a turn and they make new and curious combinations." While you can try and work on an uniquely unique concept, it is unlikely that you will be negatively called out for "reskinning" an existing character from a popular franchise. But if your goal is to create an interesting character, borrowing from other creators and slightly modifying them is perfectly acceptable. Just be respectful about it and acknowledge that your character is either an intentional or unintentional between you and someone else. There is no shame in basing different bits of your character off something else.   /images/general-media/1779464798_xLnOlEbn.webpYour GM will thank you for any cutlery you prepare for him Knives and other “cutlery” Knives Years ago a reddit user jimbaby introduced a system called “Knife theory”. A simple system to build plot hooks into your character’s backstory. These “knives” are elements that resonate with your character - and your Game Master can use to “stab” your character with (metaphorically). There are various types of knives you can craft:   Relationships - Bork’s biological parents. Or his adoptive father, Ningo. Debts/Vows - Bork’s somewhat suppressed hatred towards the bandits and his desire to one day avenge his tribe. Unanswered questions - Who were his parents? Why did the bandits assault the tribe? What is the deal with Ningo? Internal conflict - Being part orc, part gnome, he might have found it difficult to fit in with his non-traditional life. A secret - Perhaps Bork has throughout the years ventured back to where he grew up and discovered something that he shouldn’t know. And many others in a similar style. While these knives aim in different directions and are rather vague, pick those that  resonate with you and dive deeper. You don’t have to cover all five themes - a few will suffice. But by creating those knives (and handing them to your Game Master), be aware that you are giving them permission to use those at any point in time. If you don’t want Ningo to be put into any danger - make that explicitly clear and keep any knives pointing away from them. Try and aim for three to five different knives. Some of them might require you to collaborate with your GM to make sure they can find a way to fit it into their story. Spoons In addition to sharp knives, you can create “spoons” - these are minor, everyday character flavor details that bring them to life (Their favourite tavern meal, their distinct posture, or how they sleep). These are not elements that are to replace knives - you can include them to bring more character and personality to your adventurer. These will help you flesh out your character in a more real sense. Connecting these spoons to their backstory, you can discover what makes them tick, what brings them joy and what hobbies or habits they might have. Even a powerful warlord can find enjoyment in knitting. And it makes them less two-dimensional, showing them as more "human". Forks The character's core motivations and prongs of desire. Goals and ambitions that they would like to strive towards throughout their story. These are more proactive elements that you as a player will gravitate towards throughout their journey. Forks should also be shared with your GM, as they could seed the story with situations and possibilities you would like to stick a fork in. Expand and summarize By now you will have a general overview of your character with various plot hooks and ambitions. While preparing those, you can expand your current overview with additional details to connect various bits and pieces. Adding additional characters your character may have had encounters or relationships with is a great way of introducing additional knives and expanding the character’s story.   When collecting your knives, you are bound to discover gaps or missing connections: Bork enjoys reading  - but it is likely that he has exhausted Ningo’s library many times over. This allows you to expand his backstory with a travelling librarian or a salesman who would bring him books to consume. Or a friend who shares a similar passion with whom he used to discuss various stories with. Throughout this process you may want to have a separate section for key takeaways. In addition to describing his book club friend and their encounters, create a short summary: Frank(27), a human farmer, also interested in books - friend, but hasn’t seen him in over two years. These quick summaries will help you to quickly recall various elements from Bork’s backstory. And your Game Master has a handy list to quickly reference, as they will most definitely not be able to remember your entire backstory at all times. /images/general-media/1779465015_mS7MPpFH.gifKeep in mind. You are not writing a book, you are creating a refererence document Done but never completed Make sure to give your Game Master enough time to process your character’s backstory, ask for clarifications and potential changes. You want your character to be part of their world, not have it as a separate entity forced into their story. And feel free to continue expanding your backstory throughout the campaign. Not exactly changing anything overly important (unless the change is explicitly done with the permission of your GM), but instead expanding on elements that already exist in your story. The more different elements your backstory has, the more the other characters’ have to discover and find out about. Understanding and knowing your character will help you make decisions on the spot, that feel in-character for them. Ready to find a dnd group and start working on your character? Post your profile and put yourself out there.

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