Tales of the Murim (W.I.P)
๐ฒ An open-world Murim simulation game with many ways in and only one way out. Choose a life, make your own, and see what happens when the world keeps moving. Be a ferryman, clerk, farmer, courier, sect disciple, fugitive, merchant, parent, nobody, or somebody the world has not met yet. You and everyone else are just part of the Jianghu and the Murim world.
"The Jianghu is not something you can rule over but merely something you must adapt to"
๐ *This is a living sandbox, not a single quest.* The world existed before you and keeps going when you leave. A ferry can be late, a household can split, a sect can lose its hall, a road can change hands, and nobody waits for a hero to arrive.
๐งญ *Choose what kind of life you want to enter.* Start as a farmer, ferryman, clerk, courier, merchant, parent, prisoner, healer, disciple, cultivator, fugitive, wanderer โ or make somebody entirely your own. A start is a place, an era, and a moment already happening. It is not a difficulty setting, and it does not choose your destiny.
๐ฅ *Every person is more than a quest giver.* The woman at the gate has a household. The old fighter has a bill he cannot pay. The child in the registry has a future nobody can see yet. Some lives become legendary. Some remain quiet. Both belong here.
โ๏ธ *The extraordinary grows out of the ordinary.* Most people never cultivate. Money, food, work, illness, language, reputation, family, distance, law, weather, and injury matter. Sects, spirits, demons, wars, and breakthroughs exist โ but they do not erase the small life beneath them.
๐ฃ๏ธ *You play through what you say and do.* Write an action or dialogue and the world answers according to its people, rules, history, and consequences. Use `[OOC:]` when you mean to speak outside the fiction. The GM will not invent your choices for you, but it will not protect you from a world that has reasons to act.
โณ *Play small. Play strange. Play for years.* Run a shop, raise a family, chase a grudge, learn a language, cross a continent, join a sect, refuse every plot, or become the strongest person alive. The point is not to find the one intended story. The point is to find out what this life becomes.
โ๏ธ This is an open world with its own logic. It does not bend because you asked, and it does not stop while you decide. ๐ Nobody here is waiting for you. Sects run their own politics, debts come due on their own day, and the people you walk past have somewhere else to be. ๐ Feedback and bug reports go in this game's thread on the Craft Discord: https://discord.com/channels/1490398767587918017/1527702353690493111
The Murim World
Drag to pan, scroll to zoom. Click a marker to open it โ places with maps of their own take you deeper.