Dungeons & Dragons 5e (2014)

Overview

Dungeons & Dragons 5th Edition (D&D 5E) is a heroic fantasy tabletop roleplaying game published by Wizards of the Coast. Released in 2014, it is the edition that brought D&D from a niche hobby into mainstream pop culture - showing up in TV shows, podcasts, and actual-play streams, and introducing millions of new players to the hobby for the first time. 5E was designed after a massive public playtest ("D&D Next") with the explicit goal of being approachable to newcomers while still satisfying veteran players. The Basic Rules are free, and a game can start with nothing more than those rules, some friends, and a set of dice (or a digital dice roller https://groupfinder.gg/library?category=tools-platforms&f1=143 app). In 2024 the core rules received a significant revision, now commonly referred to as
Dungeons & Dragons 5.5E (2024) https://groupfinder.gg/library/dungeons-dragons-55e-2024
. Both versions are fully compatible and most groups mix material freely. The system it directly evolved from is
Dungeons & Dragons 4E (2008) https://groupfinder.gg/library/dungeons-dragons-4e-2008

Description

In D&D 5E, players create fantasy adventurers (a half-orc barbarian, an elven wizard, a tiefling rogue) and one player takes on the role of the Dungeon Master (DM). The DM builds and describes the world, voices the non-player characters (NPCs), controls the monsters, and acts as both the lead storyteller and the rules referee. There is no board. The game is a conversation: the DM describes a scene, the players say what their characters do, and the dice decide what happens when the outcome is uncertain. A typical session runs three to four hours with a group of three to six players plus the DM. The game describes itself as resting on "Three Pillars": Combat, Exploration, and Social Interaction. A single session might include all three, from tracking a monster through the wilderness and negotiating with a shady merchant to fighting a troll at the entrance to a cave. Combat is the most mechanically detailed of the three and tends to take up the largest share of table time, though groups are free to lean as hard into roleplaying or exploration as they like. The default assumption is a high-fantasy world filled with magic, monsters, and ancient ruins. The flagship published setting is the Forgotten Realms, but Wizards of the Coast has released adventures across a range of worlds, and many DMs create their own. The game does not ship a single canon story. Every table's story is different, shaped by what the players do. 5E is designed to be approachable. The core philosophy is "rulings over rules," meaning that when something comes up that the rules do not explicitly cover, the DM is encouraged to make a quick call and keep the game moving rather than stopping to look things up. The rules reward creativity and improvisation, and the system explicitly expects that no one at the table has memorized the entire rulebook. That said, the DM carries most of the preparation work between sessions: building encounters, preparing maps, and keeping the story moving. Players can show up with nothing but their character sheet and a set of dice.

Key features

The Core d20 Mechanic

Nearly every meaningful action in the game is resolved the same way. The player rolls a twenty-sided die (d20), adds a relevant modifier from their character's abilities or skills, and compares the total to a target number called the Difficulty Class (DC), which is set by the DM. Meet or beat the number, and the attempt succeeds. This single mechanic covers everything from swinging a sword to picking a lock to persuading a king, which means learning one procedure teaches a player most of what they need to play the game.

Advantage and Disadvantage

This is 5E's signature innovation and one of its most praised design choices. Instead of stacking small numerical bonuses and penalties for situational factors (+2 for higher ground, -1 for dim light, +1 from a blessing), the system uses a binary. A character either has Advantage or Disadvantage on a roll. With Advantage, the player rolls two twenty-sided dice (2d20) and takes the higher result. With Disadvantage, they roll two and take the lower. It replaces an entire layer of bookkeeping with a single, intuitive rule that keeps the game moving.

Races, Classes, and Character Creation

Character creation is where most players first fall in love with the game. Players choose a Race (or Species, in later printings) such as Human, Elf, Dwarf, Halfling, Dragonborn, or Tiefling, and a Class that defines their abilities and role in the group. The twelve core classes range from the spell-slinging Wizard and the heavily armored Fighter to the nature-bound Druid and the musically inclined Bard. A character can be a dwarven paladin, a half-elf warlock, or a gnome barbarian. The combinations are intentionally wide open, and building the character is often the first creative act of the game.

Subclasses

While players choose their Class at level one, they branch into a specialized Subclass typically between levels one and three. A Fighter might become a Battle Master (focused on tactical maneuvers) or an Eldritch Knight (a fighter who also casts spells). A Cleric chooses a divine Domain, such as Life, War, or Trickery, that shapes their abilities and identity. Subclasses let two players at the same table both play Rogues while feeling entirely different in combat and roleplay.

Backgrounds

Beyond stats and abilities, every character picks a Background (Acolyte, Criminal, Sailor, Noble, Folk Hero, and dozens more) that represents who they were before the adventure began. A Background grants additional skill proficiencies and, more importantly, comes with built-in story hooks: Personality Traits, Ideals, Bonds, and Flaws. These are concrete roleplaying prompts that give a new player something to play even before they have figured out their character's voice. A Folk Hero might have a bond to the village they swore to protect. A Criminal might have a flaw that they cannot resist a risky score.

Bounded Accuracy

In older editions of D&D, attack bonuses and Armor Class (AC) values scaled dramatically as characters gained levels, and high-level characters became statistically untouchable by low-level threats. 5E deliberately keeps these numbers within a narrow band. A first-level character might have an attack bonus of +5; a twentieth-level character might have +11. The gap exists, but it is not a chasm. This means a group of goblins can still pose a real threat to high-level adventurers if there are enough of them, and a clever low-level party can punch above its weight.

The Proficiency Bonus

A single, scaling number (starting at +2 and reaching +6 at the highest levels) represents a character's training and experience. If a character is proficient in a skill (like Stealth or Persuasion), a weapon type, or a saving throw, they add their Proficiency Bonus to the relevant twenty-sided die (d20) roll. The bonus applies equally to every area the character is trained in, which keeps the math simple and makes it immediately clear what a character is good at.

Rests and Resource Management

The game manages health and limited-use abilities through two types of rest. A Short Rest is a roughly one-hour breather during which characters can spend Hit Dice (a pool of recovery dice based on class and level) to heal and regain certain abilities. A Long Rest is a full eight hours of downtime that restores all hit points, replenishes all spell slots, and resets most class abilities. This system creates a natural rhythm to the adventuring day: push too hard without resting and the group runs out of healing and spell power. Knowing when to press on and when to rest becomes a real tactical decision, especially in dungeons where resting safely is not guaranteed.

Getting started

Active games and players

DND5E
Dungeons & Dragons 5E
Online
West Marches / Living World
The Wandering Tavern
Players
26
Dungeons & Dragons 5E
en English

The Wandering Tavern

West Marches / Living World
One world and a big pool of players, but no fixed party - whoever signs up that week is who plays.
1-on-1
One Game Master and one player - no party to coordinate with.
Welcome adventurers if you have made your way here you somehow or for some reason received an invite or stole on. But if your here sign up join the guild and start taking on quests at you own pace. They can be anything for random monster hunts to longer research missions for the guild master. All we ask is that you respect our patreons, respect the guild master and enjoy yourself  There are even external beings that come to offer some interest stuff. Visit the mysterious stranger at your own risk. At night the Sandman may send you to another realm in your sleep. Or either look out for a randomly appearing door with a neon sign. To join just follow the link below; https://www.dndbeyond.com/campaigns/join/6294143219320702 You also don't have to stick to one character we were going westmarch style so each quest can be someone new if you want to play multiple characters                                                                                     Info for character building; Start your character at level 5, Any content available through through the D&D beyond campaign is usable (however i do have additional sources for story purposes) Go for a manual roll of stats. Rolling 4d6 and dropping the lowest. Your characters are level 5 so equip yourself just dont go crazy. (Make it make sense) d100x8 worth of gold and 1 uncommon magic item I posted my availability as events in discord andthus you can request a session whenever I'm free

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DND5E
Dungeons & Dragons 5E
Online
West Marches / Living World
World of Mazes and riddles DND 5e and Greyhawk
Players
6
Dungeons & Dragons 5E
en English

World of Mazes and riddles DND 5e and Greyhawk

Homebrew
House rules, a custom setting, or a system the Game Master wrote themselves.
NSFW
Not safe for work - the content or theme may not suit minors, so the site asks you to confirm your age first.
I'm running three different campaigns in world setting of greyhawk and my world of maze and riddles. I'm looking for 18 + players with solid schedules that can commit to a year long campaign. You have to understand realistic conditions and be prepared for conseqences for your actions. Also I have non politically correct content and humor. Plus moderate NSFW content and humor in my games and If your the offended or sensitive type this server is not good for you.. Campaigns: Wensday, Hidden passages You just joined the defenders of the realm guild after extensive years of  training You are a guild member that serves god and country and your a mercenary for hire. Yet your main mission is to find 5 scrying orbs to serve greyhawks royal kingdom with lost intell. However the certian unknown lords and  a hoard of monsters that in your way Thursday, You belong to a coalition a  faction under the defenders of the realm, you adventured for many months untill you found about the guild recruiting. Upon your coronation you first serve your community.  Yet your main mission is to investigate 5 locations that have info on a strange necrotic fog that's been createing the undead However 3 faces of madness and a horde of cultists stand in your way  Saturday You belong to a dungeoners guild, you tackle dungeons and do dungeon crawls. Your mission is to find 5 magic keys that will be use by greyhawk royal court for a unknown task. Yet there's an army of monsters and dangerous conditions so be prepared for onslaught.. Game info, 18 + ages All games start at 6pm pacific time Play what you want. Roll stats how you want Chose xp Max HP Choose a feat at lv 1 Wensday  lv 1,  Thursday lv 6 Saturday lv 6 Allowance Wensday • 300 gp • starting equipment • one magic item up to uncommon Thursday and Saturday • 1000 gp • starting equipment • one magic up to rare I'm running three different campaigns in world setting of greyhawk and my world of maze and riddles.

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DND5E
Dungeons & Dragons 5E
Online
Campaign
Weeding the Green
Players
3/5
GM
1/1
Dungeons & Dragons 5E
en English

Weeding the Green

Game: D&D 5e with Homebrew Group type: Online - Foundry VTT & Discord Experience: Prefered but not necessary Schedule: Session time voted by players each week from the following: Saturday 0000 UTC Saturday 0400 UTC Saturday 0800 UTC Sunday 0000 UTC Sunday 0400 UTC Sunday 0800 UTC Roles sought: 1 Player Game style: Predominately Combat focus with exploration Age: 20+ Starting Level: 5 This is a shorter campaign with a simple premise - killing orcs. This is run in my homebrew world - The World of Atlas.  The World of Atlas is low magic, set in a perilous and pulpy fantasy world in decline where the gods are disinterested, and there is no resurrection. Be prepared for character death. For more information message me on here or on Discord.

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DND5E
Dungeons & Dragons 5E
Hammond
Campaign
Chicago south suburbs d&d
Players
3/6
GM
1/1
Dungeons & Dragons 5E
en English

Chicago south suburbs d&d

Adult
The table is for players who are 18 or over.
LGBTQ+ friendly
The table is openly welcoming to LGBTQ+ players.
Hello. We are a group of D&D players and DMs that have been together for 8 years. We recently had some members move away, so we are looking for more players. We occasionally change DMs, so no forever DMs here. We tend to focus more on roleplay than combat. We are open to other TTRPG systems or tabletop games in general. We are currently running a hombrew campaign in 5e.

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DND5E
Dungeons & Dragons 5E
...
Vestfossen
Online
Zephir1991
Hi, I’m Zephir1991. I’ve been enjoying tabletop roleplaying games for around 16 years, with Dungeons & Dragons being my main passion. I both play and host games online, mainly through Discord, with a small group of players that meet weekly. Right now I’m running several campaigns including: • Chains of Asmodeus (On pause) • Critical Role: Call of the Netherdeep (Saturdays) • Out of the Abyss (Mondays) • Icewind Dale (Wednesdays) My usall play time is 8pm (CET norwegian time) and usally play for up to 3 hours. I’m also currently a player in a homebrew story off call of chuthulu.(Fridays) And a homebrewed game called danger at gravehill as a player (Sundays) I’m always happy to chat with fellow players, meet new people, or welcome listeners who simply want to sit in and experience a session. My Discord is open to both new and experienced players. I’m also interested in meeting people locally for in-person games, either to host or join a table, so if you're nearby and enjoy tabletop games, feel free to reach out. If you're interested, join ny discord https://discord.gg/kbbM8BCt5j
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DND5E
Dungeons & Dragons 5E
CBPRED
Cyberpunk RED
...
Online
Sovereign
hey! my name's sov and i'm an adult in their 30s looking to find more opportunities to play ttrpgs. i've had a decent amount of experience scattered across multiple years between a handful of groups of friends and have a decent handle on a few systems and willing to give almost any system a try.  however, i am limited on days i can play due to my work schedule. the days i'm free to do games are sundays, tuesdays and wednesdays at any time. my hope is to find a fun, chill and accepting group to play games with, feel free to get in touch if you need a player on the days i'm available!
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Nav-Fi³
Tools & Platforms

Nav-Fi³

English
Campaign Management
Traveller
Nav-Fi³ is a web-based campaign companion for the Traveller RPG, covering both the classic Third Imperium setting and Mongoose's 2300AD. Run your ship like a real operation: a time-aware financial ledger tracks income, costs, mortgages, and crew payroll against each vessel's account, with automatic PENDING/POSTED transitions synced to your campaign's calendar. Plot jump routes on an interactive TravellerMap-integrated navigator, manage cargo holds and speculative trade, and let The Cube (or 2300AD's The Link) generate freight, passenger, mail, salvage, and prize contracts on demand. Multi-user by design: a Referee can grant players granular access to piloting, cargo, or finance on a per-ship basis, suspend and reinstate them without touching the roster, and everyone logs in with Google or Discord (2FA supported). Crew records track status over time — active, MIA, deceased — and every session's changes surface in an automatic "Since Last Session" recap. Two settings, one interface: pick Traveller (with full Milieu/era support) or 2300AD (Gregorian calendar, Stutterwarp drives, colonial nations) from the sidebar — same tool, faithfully adapted rules underneath.

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Fearless Few Gaming
Video

Fearless Few Gaming

TTRPG
English
Youtube
Fearless Few Gaming is a cinematic tabletop RPG channel built for a new generation of players, those who want to experience games before they ever sit down at the table. Founded by filmmaker and video production professional Will Ezell, the channel blends high end visual storytelling with practical, no nonsense breakdowns of tabletop RPG starter sets, boxed experiences, and complete entry points into the hobby. Every video is designed with a simple goal: remove the friction between curiosity and play. At its core, Fearless Few Gaming answers a question most channels overlook: “If I buy this box...what is it actually like?” A Channel Built Like a Production, Not a Review /images/general-media/1774041361_6040Hs97.png Fearless Few Gaming doesn’t operate like a traditional review channel. It operates like a production studio. Each episode is structured with intentional pacing, visual storytelling, and layered editing designed to mirror the experience of opening, learning, and playing a game in real time. From cinematic box reveals to dice shots and fully themed environments, every visual element reinforces immersion, not just information. This is not just coverage. It’s translation, taking complex systems, dense rulebooks, and intimidating boxes, and turning them into something watchable, and exciting so that you can decide for yourself. The Starter Set Society /images/general-media/1774041350_XQs9giAp.png The flagship series, The Starter Set Society, is the backbone of the channel and its defining identity. Each episode explores a curated starter set or boxed RPG experience and breaks it down through three lenses: - What’s actually inside the box - How the system plays at the table - Whether it delivers a compelling first session The format prioritizes clarity and momentum. Mechanics are explained lightly and cleanly then the focus shifts to experience. How it feels to play, how quickly players engage, and what kind of stories emerge. Episodes are structured to guide viewers from curiosity to confidence in around ten minutes. Designed for Discovery Fearless Few Gaming is built with discoverability in mind, both for viewers and for the games themselves. Each video is optimized to serve as an entry point into the hobby, using clear framing, accessible language, and tightly structured pacing that respects the viewer’s time while delivering real value. The channel actively targets new and returning players searching for the best way to start tabletop RPGs, positioning itself as a trusted first stop in that journey. It doesn’t just serve existing fans, it helps create new ones to keep the hobby thriving. Tone, Style, and Identity The voice of Fearless Few Gaming is confident, cinematic, and grounded. It avoids over explaining, avoids gatekeeping, and avoids the academic tone that often dominates the hobby. Instead, it delivers insight through perspective: what works, what stands out, and what actually matters when the game hits the table. Visually, the channel leans into bold, high contrast presentation with thematic lighting, stylized environments, and deliberate framing choices that elevate tabletop content into something closer to film. The Mission Fearless Few Gaming exists to make tabletop RPGs easier to start, more exciting to explore, and impossible to ignore. By combining professional level production with a deep understanding of what new players actually need, the channel lowers the barrier to entry for one of the most creative hobbies in the world. It doesn’t just review games. It builds the moment where someone decides to play their first one. Links Youtube channel

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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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