Liminal Dark Podcast

Overview

Liminal Dark is an actual play podcast spanning different systems and dark vibes. Journey with us from the far flung future, to times past, and even to places that only exist in the realm of fiction…probably. The system and or table dynamics could be anything from sci-fi to murder mystery, cosmic horror to horror comedy.

Latest episodes

  • 1h 17m

    Iron Tomb Episode 2 - Murphy’s Law of Starship Salvage

    With minor difficulty Juno, Minnesota, and Alma are able to board the derelict ship. Expecting silence and possibly space pirates, they are instead faced with something completely unexpected. —----------------- CW: Mino...

  • 46m

    Iron Tomb Episode 1 - Preparations

    The contracted crew awakens from hypersleep as they approach the research vessel Iron Tomb, and are briefed on the details of their mission. They go over the ship’s blueprints and make a plan, but as they approach they f...

  • 37m

    Iron Tomb - Character Creation

    Listen to us create our characters for the Iron Tomb story arc. Interspersed between picking the stats is the hiring interviews for the three crew members. While this is not absolutely vital to the story arc, it does g...

  • 6m

    A Message From The Team

    A little message from the creative team ahead of episode one, we just kinda wanted to share some of what we have in mind for the podcast. Episode one will drop Sunday Sept 20th, and we will be eternally grateful for any...

  • 1m

    Liminal Dark Podcast Trailer

    We are an actual play TTRPG podcasts that will feature different systems and settings. We'll go everywhere from the far flung future, to times past, places outside of reality, and everywhere in between. The system and o...

Social

@liminaldarkpodcast.bsky.social

Episode 2 of Iron Tomb is out now, are you ready to see what our trio encounter within the ship? #actualplaypodcast #mothershiprpg #liminaldarkpodcast #ttrpgpodcast

@liminaldarkpodcast.bsky.social

Episode one and character creation for Iron Tomb are both live! You can find them in your podcasts of choice. #ttrpg #ttrpgpodcast #actualplaypodcast #liminaldarkpodcast

@liminaldarkpodcast.bsky.social

First episode drops this Sunday. Super excited (and anxious) to finally have this out in the world. #ttrpgpodcast #actualplaypodcast #newpodcast liminaldarkpodcast.buzzsprout.com

@liminaldarkpodcast.bsky.social

Settling in to spend the night editing, I hope everyone is excited as we are for the release. It shouldn't be long now before our first stories emerge from the dark in-between. #actualplaypodcast #ttrpgpodcast #liminaldarkpodcast #newpodcast

@liminaldarkpodcast.bsky.social

What are your favorite horror ttrpg systems? There are many out there and we want to hear what you enjoy playing. We will be starting with Mothership and Call of Cthulhu, but plan to do others in the future. It got us curious what others enjoy. #ttrpg #horror #horrorttrpg #ac...

@liminaldarkpodcast.bsky.social

Second recording day, our first foray into the dark will be with #mothership later we will emerge from the darkness into the past with #callofcthulhu Episodes will alternate and you can pick your flavor of horror #ttrpg or enjoy both if you wish! Announcement for launch date co...

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Other entries

Medieval Fantasy City Generator
Tools & Platforms

Medieval Fantasy City Generator

English
Free
Universal
The Medieval Fantasy City Generator (MFCG) is a highly influential, browser based procedural tool created by the developer watabou. Since its debut in 2017, it has become the gold standard for "instant" urban cartography, capable of generating complex, aesthetic city layouts in a single click. In late 2025 and early 2026, the tool received significant updates to its District View and Building Placement algorithms, allowing for more organic street flow and higher density urban "slums" that better reflect historical medieval layouts. Description The Medieval Fantasy City Generator is a "toy" in the best sense of the word—a lightweight, highly customizable application that prioritizes "cool looking" maps over strict geographical simulation. It uses Voronoi diagrams to partition space into districts, then fills them with procedurally generated buildings, walls, and landmarks. Because it runs entirely in HTML5, it requires no installation and is a favorite for GMs who need to generate a "capital city" or "coastal port" on the fly during a live session. System Overview & Key Features One Click Generation Pressing a single key (Enter) generates a completely new city with unique geography. The tool automatically decides where the castle, the temple, and the market square go, providing an instant foundation for a Game Master to build their narrative upon. Procedural District Mapping The 2026 version features an improved "Alleys and Blocks" view. Cities are divided into logical districts—like the Craftsmans Quarter or the Shanty Town—each with its own architectural density and procedurally generated name that can be edited by the user. Dynamic Warp Tool GMs can manually reshape the city by "warping" its boundaries. If you need a city that is long and thin to fit a specific riverbank, or a circular fortress atop a hill, the warp tool allows you to push and pull the city's footprint while the buildings rearrange themselves in real time. 3D City Viewer Integration By exporting a city as a JSON file, users can open their map in the companion City Viewer app. This transforms the 2D layout into a fully navigable 3D environment, perfect for showing players the "skyline" of the city they are about to enter. SVG and JSON Export Maps can be exported as high quality SVG files, allowing them to be opened in programs like Illustrator or Inkscape for further artistic customization. The JSON export ensures full compatibility with other "Procgen Arcana" tools and major VTTs like Foundry. Azgaar's Integration The generator is natively linked to Azgaar's Fantasy Map Generator. When a user clicks on a city in a world map, it can automatically trigger the Medieval Fantasy City Generator to build that specific town, creating a seamless "World to Street" experience. Additional links watabou.itch.io/medieval-fantasy-city-generator - Official application page watabou.github.io - The full "Procgen Arcana" suite of generators patreon.com/watabou - Official Patreon for supporting the developer

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Loracle
Tools & Platforms

Loracle

English
Free
Subscription
Run the session. Loracle keeps the record. It listens in your Discord voice channel, writes the recap, builds a cross-linked wiki of everyone and everywhere your party touches, and posts the whole thing back to your table, usually before the last player has logged off. /images/general-media/1785073374_bb9Li6iE.webp The recap writes itself. Loracle transcribes each speaker separately and works out who said what — including which NPC you were doing the voice for. Then it writes the same four sections every week, so your table always knows where to look. It comes to you in Discord. Loracle is a Discord bot, not a website you have to remember to visit. The recap arrives in the channel where your table already argues about initiative order, and the campaign is queryable from that same message box. A wiki that builds itself. You have never once wanted to sit down after a session and write encyclopedia entries. Loracle does it from the transcript: every name that mattered gets a page, and every page knows about the others. Ask it anything. Six months of play is a lot of hours to scrub through. Ask the question the way you would say it out loud, and get the answer with a receipt attached. See the campaign from every angle. Session by session is only one view of a story. Loracle also gives you the shape of the whole thing — where the weight sits, what has gone quiet, and what is still owed a payoff. Your story stays yours. Everything Loracle writes about your campaign can leave with you, in formats you can actually use — and what you choose to show the outside world stops well short of your table’s private business. Links loracle.app - Loracle website loracle.app - Pricing

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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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