Quiet Year / Dark Forest | A Map-building, Community Game
For a long time, we were [at war / our home was occupied] [with the Jackals / by the humans]. We've driven them off. We're left with a year of peace
TYPE
SYSTEM
LANGUAGE
EXPERIENCE
AGE
$20.00
/ Session
Details
Once / Saturday - 9:00 PM UTC
Feb 7
Session Duration / 2–3 hours
0 / 5 Seats Filled
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About the adventure
The Quiet Year / The Dark Forest is a set of sister games of map-making decision-based play where you act as the forces of a community trying to find their way after a shift in their environment. The game consists of a series of randomized card pulls offering decisions that each player must make on behalf of the community – adding projects, landmarks, and depth to the map of the community we build together. I’ll be bouncing between The Quiet Year: the original game system featuring a post-apocalyptic community of survivalists and The Dark Forest; a reworking of the original featuring a fantasy post-colonial community of monsters. All players contribute to the creation of the story as the facilitator arbitrates discussion and the rules of play. Join me in the Quiet Year deep in the Dark Forest. Let’s see what adventures await...
Game style
Puzzle / Mystery Focused
Realm Building
Game themes
Meet the Game Master
Less than a year on StartPlaying
5 games hosted
Highly rated for: Creativity, Storytelling, Inclusive
Average response time: 10 hours
Response rate: 100%
About me
Looking for immersive games, well-woven stories, and a guide through the manifold worlds of story hidden within your very own mind? Look no further wanderer… Hello All! I’m Josh! I’m a Midwest based DM, MC, GM, and general enjoyer of running TTRPG’s. I run the gamut from cozy combat-lite/combat-free games to lethal horror games. I love running for all levels of player curating games to challenge advanced players and curating experiences for those dipping their toes into a game system for the first time. I have been a gamemaster for 8 years! Much of that time has been spent bouncing between running long-term campaigns for primarily experienced players and running one-shots and limited-term campaigns for beginners. I believe that storytelling has the power to build community and forge a sense of togetherness. Storytelling is an act of collaboration, collectivism, and community-building, which is enriched by uniting through empathy, and curating a space where all stories are welcomed and given voice. Outside GM-ing, I spend much of my time as a playwright and theatre-maker. I use the skills from that aspect of my life to enrich gameplay including, graphics, projections, soundscapes, effects, character materials, and occasional costuming or physical props. Anything that serves to build a better story together! We all have stories to tell, and I cannot wait to hear yours. See you at the table!!
View Profile →Character creation
Creating your character
There is no character creation process required!! Characters in the community we will build together will be created extemporaneously as we go!
What to expect
Preparing for the session
Gameplay and Character Creation will happen over Discord! Once you join the server, you will be added to the channels for this game. If you're not immediately added, reach out to me in messages and I will remedy that!!
What Josh brings to the table
I'll be bringing in some visual aids (scene cards, digital mapsharing, etc.) and some sound effects or soundscapes to help create a sense of immersion in the story. Also, as far as rules go, I am always a 'rules flexible' DM. Rules should serve the story we're telling. Rules as written provide solid guardrails for story, however are not universally useful. If we find something needs adjustment we will!
Equipment needed to play
Internet
Microphone
Computer or Mobile Device
Webcam
Platforms used
Safety
How Josh creates a safe table
I'll be using the RPG Safety Checklist. I'll be transferring that into 'Lines and Veils' a set of language that explains where 'hard lines' of content that we will not touch on, and 'veiled' content which we will not narratively detail and will only ever keep on the periphery of gameplay if at all. From there in any instance where a scene may appear to head towards a 'veil' we will either avoid the content entirely or 'fade to black' on that narrative beat and move to the scene that follows. The following content warnings are elements present in the lore and content of the world that will be filtered and managed carefully based on outcomes from the Safety Checklist. If you have any questions regarding the Content Warnings I would love to address that while going over the Safety Checklist!
Content warnings
Safety tools used