Your first session (or two, depending on circumstance) is free.
You can guest-star in a current campaign for a vibe check, or book a dedicated session to determine the theme, tone, schedule, party, house rules, psychological safety, etc. Character creation/selection is often done at this time - class, starting level, abilities, backstory, etc. (where applicable).
You can think of this as window-shopping: You're perfectly free to check this out and decide it isn't for you, for whatever reason. There are many reasons to not wish to join a tabletop RPG group - personal issues, incompatible styles of play, scheduling conflicts, social anxiety, etc. There is no obligation or pressure to join a group after attending one or more of these pro bono sessions.
Payable per player in advance.
The time slot can be 3-8 hours (with short breaks). One-shots are flexible and tailored with specific intentions to suit the purposes of each group, from complete newbies to seasoned adventurers. All preparation is done beforehand, and the session hits the ground running. This can be:
Any game system can be employed, but these especially fit the format:
Sessions for adults usually (though not exclusively) take place on weekday evenings, from 18:00 until whatever time best suits the whole group.
This is the quintessential tabletop RPG experience. Most people's gateway game is Dungeons & Dragons, though feel free to jump into any others listed on the homepage. In the 2 years since the Wyrmhole's inception, close and lasting relationships of the professional, social, and romantic variety have begun at the Wyrmhole's humble tabletop.
The longest (and still going) campaign is a D&D game that began in late 2021 and has had one weekly session since. One entire book of notes has been filled. Decisions that players made long ago still reverberate palpably through the world. The adventurers have earned their reputation. Well, most of them. This is what RPGs are about: experiencing and eventually recreating the world through our choices' culminating consequences.
On-site after-school sessions for kids, ideally age 12 or older (though the Wyrmhole's youngest players are 8), can be arranged based on availability.
Current standing agreements exist with:
After-school campaigns are tailored to be child-friendly, removing some of the grittier elements that can be present in RPGs. However, complexity is not reduced, and is in some cases enhanced (cascading dice, proficiency dice, manual maps).
Laptops, tablets, and phones are not allowed (unlike in sessions for adults). Players use paper character sheets, roll physical dice, do math themselves (with guidance if needed), and can draw maps on provided grid sheets.
Bank: FNB Namibia
Branch: John Meinert 280827
EasyWallet, eWallet, Blue Wallet,
Pay2Cell, PayToday, PayPulse:
081 284 7351
If you would like to partake in a paid game (after a session zero) but cannot afford it, please talk to me so we try to make it work. You would not be the first. This hobby transcends mere entertainment, and finances should not hinder anyone from partaking in it.