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1,075 active player and 583 game posts
What is an active post?
A post is active while its owner keeps it open. Bumping the post, editing it, or receiving messages keeps it active. After 60 days with no activity, or if the owner does not visit for 60 days, the post turns inactive and leaves this list. The owner can activate it again at any time.
Example game post: To Erebor and back again, a One Ring campaign in Shire, 8 of 9 players Example player profile: Strider, playing Pathfinder 2E online and in Bree

Is Groupfinder free?

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

Can I find an online D&D group?

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

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Which systems can I search by?

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

Recent posts

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

Tabletop RPG
Tabletop RPG
DND5.5E
Dungeons & Dragons 5.5E (2024)
Online
West Marches / Living World
The Lady Luck Tavern [Online][D&D 5.5e][IST]
New
Posted 53 minutes ago
Players
114
Dungeons & Dragons 5.5E (2024)
en English

The Lady Luck Tavern [Online][D&D 5.5e][IST]

West Marches / Living World
One world and a big pool of players, but no fixed party - whoever signs up that week is who plays.
The Lady Luck Tavern is a D&D Westmarch server set in the Forgotten Realms, centred around the city of Daggerford on the Sword Coast. Still rebuilding after a devastating dragon attack, Daggerford is a city full of opportunities for those willing to seek them. As an adventurer, you'll become part of an evolving, persistent world where you can explore the Sword Coast, take on quests, meet fellow adventurers, and leave a lasting mark on the setting. With over 100 players, multiple DMs, and daily games, there's always another adventure waiting around the corner. Server Info As a player on the server, you can: Create and play your own characters starting at level 3 or level 5. Explore a persistent, open-world setting centred around Daggerford and the Sword Coast. Join adventures with other players without needing a fixed party or weekly commitment. Participate in daily games run by multiple DMs, with IST-friendly scheduling. Take part in custom Downtime Quests covering crafting, research, piety, social activities, and more. Engage in roleplay and activities between adventures. Develop your character and contribute to the evolving world through your actions. As a DM on the server, you can: Run adventures within our shared Forgotten Realms setting. Create quests and adventures for other members of the community. Contribute to the ongoing development of Daggerford and the surrounding world. Run games with the support of a dedicated team and established server systems. Who Can Join? We're welcoming both new and experienced D&D players to our community. Whether you're a veteran looking for a persistent world or someone just getting started with D&D, there's a place for you here. 18+ community. D&D 5e using the 2024 ruleset (5.5e). Expanded rules and additional 5e sourcebook material. Help with character creation and learning the rules. A community focused on collaborative storytelling, exploration, and player agency. Join us today, create your character, and find your first adventure! Fortune favours the bold. 🍀

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

Update log - October 2026 "Ten thousand and you"

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

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Randomly picked Library entries

Natural Zero
Tools & Platforms

Natural Zero

English
Free
Character sheets
Natural Zero is a tool I build for myself and my group of beginner adventurers. It has a character sheet editor. If you have created your character sheet you can export it as PDF and/or use the Combat copilot to help you not forget anything in a battle. In this tool you can see all options you can take in combat and lists al conditions and active spells as well as health management.  As DM you can create battles with the Battle Composer and roll initiative to track the rounds, you can add your players here. Hopefully in the near future you'll be able to add character sheets your players created by inviting them into your campaign so it's even less manual work to streamline your sessions! I hope you enjoy using Natural Zero

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The World Was Young
Tools & Platforms

The World Was Young

English
Worldbuilding
Free
The World Was Young is a collaborative, worldbuilding card game. By marking a shared map in response to prompts with different combinations of Tones and Verbs, you build the history of a game setting over three Ages, creating lands, peoples, conflicts, and legends together. The end result is a deep setting ready to play in your favorite TTRPG system.  TWWY replaces the GM-generated, seldom-read background doc with a deck of cards and a table full of creative voices. Players and GM share the creative load, and the gap between player knowledge and character knowledge shrinks. Session Negative One Session Zero has improved TTRPGs by increasing communication between players and GMs. It helps ensure that everyone is on the same page about safety, the type of game being played, characters, and more. But it doesn’t solve a major pain point. Even if they’ve read the twenty-page setting background from the GM, players arrive at Session Zero as outsiders. The problem is that players need to create characters that are native to that world. How do we bridge that gap? How do we overcome that outsider status? The World Was Young brings players into the worldbuilding process from the beginning, increasing their investment and ownership of the setting before the game even begins. The twenty-page setting doc is replaced with an hour and a half of group worldbuilding. The result isn’t something that the players read. It’s something that they helped write. Players can weave their characters into threads they helped spin across the history of the world. Maybe their PC is the last of a civilization of Orcs destroyed hundreds of years ago. Or perhaps the descendant of a forgotten monarch. Whatever the choice, the table has an understanding of that character from the beginning. When the GM references the ancient civilization of sentient Axolotls that was destroyed a thousand years prior, she doesn’t have to lore-dump anything; the players already know about that civilization.

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Covering the basics: How to start as a Dungeon Master
Guides & How-to

Covering the basics: How to start as a Dungeon Master

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? Do you have what it takes to be a DM (Dungeon Master)? Short answer: yes Long answer: You might’ve spent most of your games on the other side of the DM screen or watching people masterfully direct their games on Youtube. All this might seem like a daunting and difficult role to fill - all the rules, ruling, voices, worldbuilding and keeping track of everything that is going on. Feels a lot for one person to manage. But here is the honest truth - most DMs are mostly just “winging it” as they go. They might not know every rule in the book or have every alleyway and farmhouse carefully plotted with intricate details for the world their players roam around. You don’t have to be a master of the game to be a dungeon master. It’s just a title, it doesn’t mean they know what they are doing. The context effect You may have watched various expert Dungeon Masters on different streams or Youtube actual plays. And thought that this is the minimum skillset you should have to even dare to take up the role of a DM. But keep in mind, context matters. These shows do not represent your average players or DMs. These are professional productions featuring professional actors. Your players are not expecting a cinematic masterpiece with custom miniatures, terrain or orchestral soundtrack. They are your friends, either new or old. And they just want to hang out, eat snacks, tell stupid jokes and see what happens when they push too many buttons. Don’t compare yourself to others, whether they are your last DM, or someone on Youtube. Your style will be your own. And your mistakes will be part of your journey. You are there to react to their actions and tell them what happens next. That’s it. If your players end the game session feeling happy with how they spent their time, you’ve won as a DM. /images/general-media/1777376584_RRnkxK9n.gifIt is your game, as long as your players are enjoying it, you are winning Start small It is easy to fall into the pit trap of building your own epic world for the players to discover and enjoy. And while there is nothing inherently wrong with it, it would be better to start off small. You will reduce the amount of stress and headache you will endure by not preparing a 50-page lore document beforehand. Instead, consider running a oneshot. A self-contained short adventure, that starts and ends within one session. You will gather your bearings during the game, realize what parts of DMing you enjoy and what you would rather not focus too much on. Use a pre-written adventure. For D&D, you could look towards The Delian Tomb or A Most Potent Brew. These include maps, monsters and all the relevant knowledge you need to run your players a game. Or grab one of the starter sets (ex. Heroes of the Borderlands) and run that. Make sure that you understand the whole story beforehand, so you know where the story is supposed to go. If, however, you feel like creating something of your own, you can simply build a oneshot that follows some specific rules. Entrance: A puzzle or a simple monster fight to get the players involved. Cause: A situation to tie the players’ characters to the story. A clear call to action to guide the characters towards the end-goal of the adventure. Problem: With the goal set, present your adventurers with a situation that requires them to overcome it. Whether by brute force, thinking outside the box, or something completely different. Here’s a DMing secret: You can have your players face a situation that needs solving but as a DM, you do not have to know what the right solution to that needs to be. Let your players attempt different approaches and if they come up with something that seems reasonable, take that as the solution. Final encounter: Your oneshot should be leading towards a finale. Whether it is a boss fight, or a grand puzzle or situation that requires effort and teamwork - anything goes. It should be connected to the previous blocks to establish a cohesive narrative story. The ending (optional): Once the final encounter has been resolved, you can offer your adventurers a conclusion, perhaps it is a treasure hoard, public praise or something different. Since it is a oneshot, you don’t really have to worry about consequences, as the story ends there. Keep in mind, that oneshots should be reactive. Players should be forced to react to situations and not given too much time to wander around, chat with Boblin the Goblin at the tavern, or get bogged down with planning.   A good idea would be to have some pre-made NPCs in the background, so you can pull those up at moments notice. These characters should not have intricate backstories that aren’t vital to the story itself. They may have a simple motive or goal, that can support the story at hand, but isn’t a vital piece of information, should your players completely ignore or miss encountering them. You can use a name generator (like Fantasy Name Generators) to prepare a list of various names to make it seem, like you had those characters prepared and planned ahead of time. Pace over rules Nothing kills the vibe of the game than having to spend ten minutes looking for the correct ruling for a situation. As a rule of thumb, it is recommended to spend up to a minute looking up the rules - and if by then you don’t have the correct answer, make a ruling on the spot. Just be transparent about it and let them know that this ruling might be wrong and is temporary, in the future this might get ruled differently. But for now, to keep the story going, you should decide on the spot. If you have a more experienced player at the table, consult them. As a DM you are already managing way more than one single player should be (you are still a player, even though you are a DM). And offloading some of those responsibilities to someone else is the right thing to do. The DM does not have to be the most knowledgeable player at the table - they are the narrative engine, not the wikipedia. /images/general-media/1777376267_EGzmZM7I.webpDon't spend too much time pondering the orb finding the correct ruling, keep the game going A session zero It is highly recommended to have a quick session zero before starting your first game. Whether it is a brief oneshot or the start of a longer campaign - leveling with your group will help you avoid misunderstandings in the future. Recommended reading: Library: Session 0 checklist: How to build a DnD group that lasts Gather your tools Now prepare your adventure. You will most likely spend a lot more time than you should preparing for the first session. But being somewhat overprepared will help you in the long run. Once you start understanding how DMing works, you will get better at preparing for each session, eventually cutting down on the time spent on prep.   A DM trick worth remembering and learning, is called “moving castles”. You may have prepared a location or an encounter for your players to discover or run into. But through the magic of player agency they head in the complete opposite direction to your prepared piece of content (it happens). Instead of scrapping the work you have prepared, you can simply move it, so that the adventurers still run into it. A worn-down castle filled with a tribe of goblins, waiting to ambush anyone entering the front gate? Simply move it, perhaps adjust some elements to fit the new location. Instead of goblins, they are now human mercenaries or bandits. Instead of a castle, it is a small village. This isn’t to say, that you should focus on railroading the players (although for a oneshot it would be highly recommended, that you keep your players on the track you have prepared). But re-using prepared content in a new and appropriate way is the smart play. Other than that, all you need to get started, are your dice (or digital dice, if that is more convenient for you), and some paper, to write down notes, events and questions for you to look up between sessions. Remember, you are a player too. You should be having fun, although it will feel intimidating and stressful at first, it will get better. /images/general-media/1777376172_KgL1adMK.webp Take the leap You are stepping into a very rewarding experience of the game. Even if you are not planning on becoming a recurring DM, you will gain a better understanding of the game and the system. This will, in turn, make you a better player. Guaranteed. If you are ready to give DMing a shot, you can start off by creating a group on Groupfinder and find your players. Be sure to use the “Newbie friendly” tag to indicate the tone of the game. If you have a player in your group who has been interested in DMing, but has not had the courage to get started - “gently” send them this article, to nudge them to get started.

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