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Time Without Tide ⚓ Lonely Phareflaw - Learn to Play!
"The Moon has fallen. The Age of Decadence has ended. Monsters lurk in the Fog. Soon, they will devour us all."
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SYSTEM
LANGUAGE
EXPERIENCE
AGE
$15.00
/ Session
Details
1 player following this game
Weekly / Friday - 2:00 AM UTC
Session Duration / 3–4 hours
0 / 5 Seats Filled
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About the adventure
* Time Without Tide, by the same publishers as Call of Cthulu, is a new tabletop game set in a mysterious, steampunk, faux-Victorian post-apocalyptic world. A game of mirth and misery, where the plot is character-driven. Humanity dwindles and scrapes to survive, as untold horrors corrupt anything touched by the Fog. As a Delver, you're a desperate soul who makes a living venturing into the Fog to fight monsters, find lost treasure, and make your mark where few others would dare to go. * Learn to play in this Quickstart introductory adventure, as part of Time Without Tide's first organized play event! The event runs from October 8th to October 31st. "Phareflaw Lighthouse went dark during Deep Winter. This is unacceptable. The Last City, Saltport, relies on its protection to guide the regular shipments of chum and salvage that feed her citizens and fuel their ravenous factories. Without Phareflaw’s guidance, many ships will smash to pieces along the treacherous coastal cliffs. As Delvers, you have been contracted by the Saltport council to restore Phareflaw’s light before Spring ends. Do you have what it takes?"
Game style
Hexcrawl / Exploration
Puzzle / Mystery Focused
Roleplay Heavy
Rule of Cool (RoC)
Sandbox / Open World
Game themes
Meet the Game Master
Less than a year on StartPlaying
7 games hosted
Highly rated for: Storytelling, Inclusive, Voices
Average response time: 2 hours
Response rate: 83%
About me
I'm a long-time GM with past campaigns consistently reaching high levels and past 50 sessions, with no end to the number of stories, character arcs, and unforgettable moments! My longest running game was an expanded Curse of Strahd module that ended with a climactic final battle, an epilogue session where the party members agreed to continue their journey together, and riding off into the sunrise. I even edited together a custom credits sequence; honoring all the map and NPC artists, supplemental content creators, and the party members themselves. Past this game, all the campaigns I've run and currently run are chock full of narrative delight, engaging combat, tense roleplay that never leaves anyone by the wayside, and character arcs that make you look back to the start and wonder just how far you've come.
View Profile →Character creation
Creating your character
As of now, for the Quickstart, there is a list of pre-generated characters to pick from, with sheets ready to go.
What to expect
Preparing for the session
Discord for voice chat and Roll20 for maps
What Mimu Neo brings to the table
I go all out with NPC voices, accents, characterization and worldbuilding shaped by player decisions, but also existing on its own as a living world where conflicts occur and resolve one way or the other even without player involvement. I weave stories in a way that attracts player intervention; leaving YOUR mark on the world in ways that feel satisfied and earned after the fact. The plot doesn't happen to your characters; your characters happen to the plot, if that makes sense. I run things in a narrative-driven, but sandbox fashion. There are threads to follow, but in the end, it's a game where you can do whatever you want. The world is your oyster, and I have the improv skills to accommodate.
Homebrew rules
Sticking to what the Quickstart guide provides.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Mimu Neo creates a safe table
RPG consent checklist to fill out during session 0. Players have the option of sharing them with the group or sending them privately to me before the full list can be shared anonymously with the group. Both I and the rest of the group must know what to avoid, but a specific player's name doesn't have to be attached to them. If an issue ever comes up, or if I suspect something is off, I'll quickly ask. "Going kayfabe for a sec. Is everyone feeling alright? You can say something in voice or dm me." Prioritizing keeping the session going, but making sure if a player is uncomfortable, I'm aware and action can be taken quickly to avoid that player's enjoyment being soured while waiting for the whole session to end. That said, I'll always be ready to debrief and talk more in-depth about how the player is feeling and what can be done for future sessions to keep things safe for them and everyone else in the group.
Content warnings
Safety tools used