Overseer Studio

Overview

Overseer Studio is a modern, desktop based "Digital GM Screen" designed to solve the problem of browser tab bloat and fragmented software during tabletop sessions. Developed by Tom (the creator behind Astral TableTop and dddice), it is an offline first application that allows Game Masters to consolidate all their digital tools—including VTTs, PDFs, and web browsers—into a single, infinitely customizable workspace. It is currently moving through its Early Access phase in mid 2026, positioning itself as the ultimate organizational layer for the modern "hybrid" or online GM. Description Overseer Studio is not a Virtual Tabletop; rather, it is a "tool for your tools." It provides a modular canvas where a GM can embed windows for D&D Beyond, Spotify, Obsidian, and Roll20 side by side. By using a system of "tiles," GMs can create custom layouts that fit their specific workflow, switching between different "screens" with keyboard shortcuts. Because it is a local desktop application that requires no subscription or internet connection to run, it offers a level of stability and privacy that cloud based alternatives cannot match. System Overview & Key Features
Infinite Modular Canvas The core of Overseer is an infinite workspace where you can place "tiles." These tiles can contain anything from a simple notepad or a PDF viewer to a fully functional web browser. You can resize, group, and tab these tiles together to create the perfect command center for your specific campaign.
VTT and Tool Embedding Overseer is designed to play well with others. You can natively embed Foundry VTT, Roll20, or Owlbear Rodeo directly into your screen. This allows you to manage your map and tokens in one tile while keeping your campaign notes and creature stat blocks visible in another, eliminating the need to Alt-Tab between programs.
Offline First Architecture The application runs entirely on your hardware (Windows, macOS, or Linux). This ensures that your game is never interrupted by server outages or slow internet speeds. Your data remains on your machine, giving you total ownership over your preparation materials.
Pop-out Player Sharing While the software is for the GM, you can "pop out" any tile—such as a map, a piece of concept art, or a video—into a separate window. This window can then be shared via Discord or Zoom, or cast to a physical TV for in-person groups, allowing you to control exactly what the players see.
Extensible Plugin SDK For power users, Overseer features a robust SDK. Extensions are built using standard web technologies (HTML/JS), allowing the community to create custom dice rollers, soundboards, or automation tools that can "talk" to each other across different tiles within the session.
One Time Purchase Model In a market dominated by monthly fees, Overseer Studio is a "buy once, own forever" product. There are no account requirements or hidden subscriptions, and all future updates are included in the initial purchase price, making it a highly cost effective solution for long term GMs.
Additional links overseer.studio https://overseer.studio - Official Overseer Studio website discord.gg https://discord.com/invite/KcshKEjFnf - Official Discord for beta testing and development updates

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The Critshow
Actual Play & Podcasts

The Critshow

English
Actual Play
Monster of the Week
Welcome to The Critshow - an actual play podcast where a group of friends uses tabletop role playing games to walk the line between humor, horror and heart. Focused on character-driven storytelling, our show features a variety of systems, from pulse-pounding horror to high fantasy to fast-paced sci-fi and beyond. Whether you're a seasoned gamer or new to TTRPGs, The Critshow offers engaging narratives, hilarious moments, and captivating arcs that will keep you coming back every Wednesday. Seasons 1-6: The Other Side of the Coin - Three friends find themselves as the last line of defense between the everyday world and the things that go bump in the night. Using Monster of the Week and other Powered by the Apocalypse games, the team works to save the Omniverse in this dimension hopping story. Season 7: The Clockwinders – Cadvini is in peril and it’s up to a group of Clockwinders in training to rediscover and repair the movement cores to save their world from the looming threat of destruction by fire, frost, and Fey. Using the Fate system in a world where there are eons of lost history, players unlock a world's worth of mysterious lore. Shows The Clockwinders The planet Cadvini is dying. Tidally locked, with one side a burning wasteland, and the other side a frozen forever-night, its people have managed to forge their lives in the temperate zone between. But the great old machines that keep the planet steady, called Movement Cores, have started to break down. The planet is beginning to spin, which could mean the ruin of all. Join Arkady ‘Kade’ Atwater, Einon Kerning, and Maxine Hollis as they venture across the wilds in order to find and fix the broken cores. They have Fey folk, aether-enhanced beasts, and all other manner of dangers to face… but this is their duty. They are The Clockwinders. Shadows in the Smoke Shadows in the Smoke tells the story of Hargrave House, a group of mysterious investigators in Victorian London who tackle the cases that Scotland Yard can’t or won’t. Amidst the monsters and murderers on the shadowy streets, an ancient power is growing in strength – a Queen in her own right, seeking vengeance against Victoria. Can the hunters discover her plot and save Queen and country, or will they succumb to their own darkness and become little more than the monsters they once hunted? Find out in Shadows in the Smoke, a Victorian gothic horror Actual Play utilizing The Between by Jason Cordova. Other Side of the Coin Our Monster of the Week campaign, wherein the characters are alternate-universe versions of the players themselves. Imagine that one minor thing could mean  the difference between our universe and another; something as simple as a  coin flip having the opposite result can lead to two drastically  different outcomes. We set the game in what is  essentially our world, albeit a version in which one small  decision changed the course of our hunters’ lives and set them on a  completely different path. While Monster of the Week will always  be the “home base” of our show to which our team will return,  our show is that it exists in a Powered By the  Apocalypse universe with many worlds… each of which conveniently seems  to be set within a different PBtA game! Links thecritshowpodcast.com - Official website youtube.com - Youtube channel twitch.tv - Twitch channel patreon.com - Patreon page podcasts.apple.com - Apple Podcasts page

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Session 0 checklist: How to build a DnD group that lasts
Guides & How-to

Session 0 checklist: How to build a DnD group that lasts

Communication
Guides
What is a “session zero” (and why should you have one) You have decided to start playing D&D, keep in mind that Dungeons & Dragons is a social game. Sure, we have dice, miniatures, maps, terrain, rules and books. But they are all connected by social interactions and connections. And managing those social situations before they become problematic will save you a lot of headache. After all, you are looking to find a dungeons and dragons group not be defeated by the recruitment process. A session zero (named so, because the first session will most likely be the one where you all sit down and finally get the game going) is a validation checkpoint. A change for all the players to discuss what they expect from the game and the group. Voicing any concerns or topics that should be addressed beforehand, not when they have already become issues. During the session zero, players (including the DM, they are a player as well) will be given a general pitch of the game, the theme, the style and the direction the DM is expecting you to go. This most likely will not be a two-hour lore-dump session, where you make notes and try to remember all the important bits. It should resemble an elevator pitch. Short, straight to the point, without too much flavouring and getting bogged down in details. This is a chance for the players to understand and align their expectations regarding the game. Going into the first session with Boblin the Goblin, aiming to be the funniest character known to man and then realizing that the DM has prepared a serious, down to earth, adventure focusing on social intrigue and moral choices… Well Boblin might’ve not been the best character for that. /images/general-media/1774882359_X6rlHtg9.jpgRead the room. Create a character that fits the atmosphere of the game. And if you were hoping for constant laughs, you will find that the game and your expectations were severely mis-aligned. Session zero will try to manage expectations and set themes. Aligning players, aligning characters Understanding the world, the themes and topics is useful for the players to understand whether the game they are about to commit to is really for them. Whether it will be something they will look forward to prior to every session, or will it eventually become something that “you are not feeling”. Perhaps the tone can be adjusted - from gothic horror with no room for laughs to something that is still eerie, but the players can find humor in appropriate places. This is the time to discuss these questions. The time to adjust the game is now, as it will be rather difficult to do a complete shift when you are ten sessions deep. This is also the point where players can discuss their characters. Whether they have anything complete prepared by then or just a fragment of a concept. Your characters shall be adventuring together - try and figure out how that plays into the world you were presented with. Can you find some common background pieces with another player to somehow connect your characters? Or perhaps come up with a reasonable theme that would bring all your characters together. If your plan was to play an edgy loner, who doesn’t like people and works alone. Discuss this with others, as this might become an issue later, when the other characters can’t figure out a way to establish any reasonable connection with your edgelord. Be flexible, adjust concepts, ideas, goals and character details. A social contract Nobody likes contracts. Unless you are a warlock, then you live for contracts. But a social contract is more for managing expectations. How often will you play? Figure out whether your group can agree on a fixed schedule that everyone can book in advance. Every second Thursday evening? Booked now. Ofcourse this is subject to change as life happens.   Is it a 100% attendance game? If someone can’t attend, will the session be cancelled or will they be somehow “dragged along” without any narrative focus on them for the session. Is there a narrative way to exclude characters from certain moments, if the player is unable to participate? Agreeing on these will help you avoid situations, where some players might feel left out and might decide to start ghosting the sessions, until they are eventually removed from the roster. /images/general-media/1774882564_47pDcYw0.webpIf you have trouble setting some systems up, ask others to help you What systems and platforms will you be using if this is an online game? What video or voice platform will you be using, is everyone okay with the choice or does someone need help setting something up? Whether combat happens on a VTT or some other platform, can everyone manage that? Check in with others and figure out that the technical aspects won’t become too much of a burden to manage. Boundaries. A vital part of session zero. Even if you think these are not necessary - It is still strongly recommended. Using various safety tools can make sure that various themes or topics that the game might tackle are accepted by everyone. Especially if you haven’t played with all of the members of the group before. You can find various different tools to help set the right boundaries and make sure everyone feels comfortable with the game. Take a look at “Lines and Veils”, “X-Card” or “Monte Cook Games RPG Consent Checklist”. Vibes. How are the vibes Keep track of the vibes during session zero. Do you notice anything that might be considered a “red flag”? Is the humor off, does everyone feel like they get enough respect and attention from the others? All of these are important to keep in mind. While some things can be discussed and corrected, if needed. People are different and while they might be great people to be friends with, it doesn’t mean that they would be great people to play D&D with. If there are issues that you feel should be discussed, turn towards your DM and talk things out. Perhaps you were not the only one who noticed it. Or maybe it was a case of miscommunication. Clearing the air before the game actually begins is important. Otherwise the problems will start festering and your enjoyment of the game will decrease over time. “No D&D is better than bad D&D?” - No. Not at all. With Groupfinder you can  find a dnd group that fits your preferences. Maybe it will take a few tries and session zeroes, but once you find your group, you will know these are your people. And you will enjoy the games a lot more. Why bother with all of this? It might feel like all of this is too much trouble just to get the game going. But statistics have shown, that groups who go through a "session zero" before their actual game are  significantly less likely to ghost or fall apart after a few sessions. Spending a few hours talking about expectations might save you hours of frustration later on.

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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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