A tabletop campaign that waits for you
Your group plays by email, at whatever pace suits. Miss a week and nothing is taken from you — no stat loss, no lingering injury, no standing to fall behind on. Your character steps offscreen and rests. When you come back you get a recap, and the party takes you straight back in. The world keeps turning either way.
The one thing showing up buys is story: the people who played are the ones the chronicle is about. That is the only difference, and it is on purpose.
No password. We send a link that works once.
If the email doesn't arrive
- Give it a minute, then check your spam or junk folder. The mail comes from dm@cortech.online.
- Add that address to your contacts. It is the same address your turns will come from, so it is worth doing once.
- Ask for another link — the button above works as many times as you need, and each link replaces the last.
- Still nothing? Some corporate and school mail systems drop unknown senders outright. A personal address is the reliable fallback, and the host can re-invite you at it.
Your campaigns
Start a new campaign
You've been invited
The story moves on a clock your group picked. Reply when it suits you — missing a turn costs you nothing.
The story so far
How this works
- Write what your character does, in plain language — "I follow the tracks into the marsh", not a command. There is no syntax to learn.
- Or just reply to the email. Every turn is sent to your inbox and replying to it is exactly the same as typing here. You never have to open this page.
- The turn resolves when enough of the group has acted, or when the deadline passes — whichever comes first. You are never the one holding it up.
- If you are busy, nothing bad happens. Your character acts in character for a turn or two, then steps offscreen and rests. Come back whenever; you get a recap and the party brings you back in level with everyone else.
Your character
The party
You're the host. Share the link with your group — they sign in with their email and pick a character.
Change the pace
Groups find their real pace by playing. Changing it takes effect from the current turn — nothing already submitted is lost.
Between turns
Entirely optional. None of it changes your character's abilities, standing, or relationships — it puts you in the story, and that is all it does. Skipping every bit of it forever costs you nothing at all.