Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.
Who I help
- RPG players looking for a table
- Game masters looking for players
- Game stores looking to fill seats
My story
How this started
I discovered D&D at 12-13 and loved it, but could only get a handful of games in - I could never reliably find people to play with.
Years later, after going back to college in my 30s, I tried to get back into D&D as an adult and hit the exact same problem again. There was no central hub - games were fragmented across a dozen different sites and social media apps, and I was honestly surprised no one had built one yet.
I ran an online game myself for two years, and it was easier to fill an online table than an in-person one - I could draw players from across the entire US instead of just my local area. That was direct, lived proof that the bottleneck was never interest. It was discovery.
Legendary DMs and the first attempt
In 2020, during COVID, I saw paid game masters emerging as a real trend and started the "Legendary DMs" Facebook group, growing it to about 1,700 members. I built a site that year and started a game scheduler, but I was doing it solo alongside a lot else going on in life, and I dropped the project.
Picking it back up
Recently I revisited that old YouTube channel and noticed some videos had racked up thousands of views - real, if delayed, evidence the audience interest had been there all along. Combined with having grown a lot as a software engineer since 2020, and building being genuinely easier now with today's tooling, that's what pushed me to pick the idea back up.
I posted articles first and got immediate traffic, which is what actually started this build for real - I started building the app itself in June 2026.
I'm also building a character builder now, so new players can build a character without having to read through numerous rulebooks first - it already has real signups from players waiting on it.
What I believe
- Tabletop games are one of the last real ways to socialize face-to-face in a world that keeps getting more divided and more isolated.
- The barrier was never interest - it was that finding the right table, GM, or store has always been scattered across a dozen disconnected group chats and forum posts.
Proof
Legendary DMs Facebook group reached about 1,700 members
Early YouTube content reached thousands of views per video
The character builder already has real player signups before launch
Articles by Andrew Blase

Twilight: 2000 Background Guide - Moral Codes, Big Dreams, Buddies, and Reasons to Stay
Create a Twilight: 2000 survivor with a moral code worth testing, a big dream worth pursuing, a buddy worth protecting, and a shared history that gives the party a reason to endure together.

Twilight: 2000 Character Sheet Guide - Every Field That Matters in Play
A practical field-by-field guide to the Twilight: 2000 character sheet: attributes, skills, CUF, morale, relationships, gear, capacity, encumbrance, and the details that turn a survivor into a campaign character.

Twilight: 2000 Life Path Guide - Build a Survivor With a Past
Use Twilight: 2000 4th Edition life paths to turn childhood, careers, promotions, aging, the outbreak of war, and personal choices into a survivor ready for the campaign.

Twilight: 2000 Combat Guide - Ammo, Armor, Suppression, Close Combat, Explosives, and Injuries
A complete Twilight: 2000 4th Edition combat guide: initiative and actions, ammo dice and reloads, suppression and overwatch, close combat, hit locations, armor and cover, grenades and demolition, and treating injuries.

Twilight: 2000 Combat Rules - Initiative, Actions, Cover, Ambushes, and Social Conflict
Run Twilight: 2000 4th Edition combat with confidence: initiative cards, slow and fast actions, hexes, terrain, cover, movement, visibility, ambushes, and Persuasion under pressure.

Twilight: 2000 Ranged Combat Guide - Aim, Ammo Dice, Reloading, and Fire Discipline
Use firearms well in Twilight: 2000 4th Edition: choose when to aim, understand range and cover, spend ammo dice deliberately, track reloads, and know when pushing will cost too much.

Twilight: 2000 Weapons Guide - Weapon Stats, Infantry Weapons, and Loadouts
Choose and read weapons in Twilight: 2000 4th Edition: what every weapon stat means, ammo dice and reliability, machine guns and launchers, crew roles, melee and quiet weapons, and loadouts a group can actually carry and feed.

Twilight: 2000 Gear and Equipment Guide - Starting Gear, Barter, Medical Supplies, and Radios
Choose, carry, trade, protect, and repair gear in Twilight: 2000 4th Edition: starting gear and group kits, barter and ammunition as currency, medical supplies and field care, radio communications, encumbrance, and spare parts.

Twilight: 2000 Equipment List Guide - Build Practical Mission Kits
Build practical Twilight: 2000 4th Edition equipment kits without copying the catalog: observation, protection, medicine, tools, fuel, power, food, field gear, spares, access, and inventory discipline.

Twilight: 2000 for Beginners - Is It Right for You, What You Need, and How To Play
A complete beginner guide to Twilight: 2000 4th Edition: whether it suits your group, what the game is, what to bring, how a session runs, the Poland and Sweden setting in brief, and our verdict.

Twilight: 2000 Dice Mechanics and the Year Zero Engine - Skills, Successes, and Pushing Rolls
Learn the Twilight: 2000 4th Edition dice system and its Year Zero Engine roots: stepped attribute and skill dice, successes, modifiers, pushing, group rolls, and how stress, ammunition, and travel carry each roll forward.

Twilight: 2000 Referee Guide - Session Zero, Campaigns, Encounters, and Scenarios
The complete spoiler-safe Twilight: 2000 Referee workflow: session zero, sandbox campaign design, session prep, tone, NPCs, original encounter tables and cards, scenario sites, 15 scenario hooks, and advice for D&D groups.

Twilight: 2000 Setting and Lore Guide - Poland, Sweden, Factions, and Encounters
The Twilight: 2000 setting in one guide: the survivor premise, Poland and Sweden as campaign regions, how local factions work, and how to run encounters that change the campaign.

Twilight: 2000 Maps and Hex Crawl Guide - Travel Maps, Battle Maps, and Open-World Play
Use Twilight: 2000 travel, city, and battle maps with confidence, then run the hex-crawl loop: choose routes, read terrain, spend travel shifts, follow rumors, make camp, and let every choice change the open world.

Twilight: 2000 Timeline and Twilight War Guide - From Cold War to Operation Reset
The Twilight: 2000 alternate history in one guide: the Cold War premise, the escalation to nuclear war and collapse, the failed Operation Reset, and how the Twilight War shapes everyday survival at the table.
