Time Without Tide: Mirth & Misery in a World of Fog
A TTRPG of exploration and adventure in a fog-shrouded faux-Victorian apocalypse.
You are a Delver. Hold your lantern high and venture into the unknown. Fight horrors, discover marvels, and protect the odd survivors of the fallen moon.
Time Without Tide is a tabletop role-playing game of exploration and adventure within a fog shrouded, faux-Victorian, post-apocalyptic world.
You are a Delver, one of the determined heroes who journey beyond fortified walls on fantastic voyages into the world of Fog. Lanterns held high to ward off the Unknown, you will face bizarre horrors, discover glimmering marvels, and protect the odd survivors of the fallen moon.Time Without Tide blends character-driven intrigue, grand voyages, and strategic tactical combat. Use diplomacy and creativity to explore the richly detailed World of Fog, then use a highly customizable character development system to reinforce your bark with bite. See those poor hungry orphans? They seem so sad, cold, and vulnerable. Don't you want to take them in, give them a better life? Don't be fooled. They're orphans by choice. They killed their parents and got a taste for parricide. Sign those adoption papers, and you'll be next.
An entirely new system & setting.
Open character generation. Make the Delver you want!
A bestiary packed with strange, fog-shaped monsters.
Huge world filled with mystery and adventure.
Items, vehicle, companions, features, and strange adaptations that mutate your Delver, granting them bizarre powers.
Gorgeous artworks created by a team of cartographers and illustrators.
Expanded support including a FREE scenario in the Time Without Tide: Quickstart
Latest from the Creator
James Coquillat
5 days ago
Gen Con, Physical Quickstart, & Lore
GEN CON, PHYSICAL QUICKSTART, LORE
Gen Con has wrapped! A huge thanks to everybody who swung by the Chaosium booth. Check out some images from the show below, including a physical copy of the Quickstart! For those of you who missed getting a physical copy at Gen Con, read on for some exciting news.
A physical copy of the Quickstart!
A TWT Banner at Gen Con
We're super excited about the upcoming Backerkit launch. We want it to be the best it can be, so we've decided to hold off hitting the big button for a couple more weeks. The new date is September 1st. That extra time means we can add so much more to the campaign. In that spirit, here's some of the things we can share right away:
Reserving your pledge now gets you a physical copy of the Quickstart. This comes in addition to the Delver pin. You'll get the bonus no matter when you reserved your pledge, so if you've already done so, don't worry about missing out.
VTT options are confirmed! We'll have more news about it when the campaign launches, but we're expanding some of our pledge tiers to include virtual table top goodies.
We’ll also have heaps of supporting material coming out during the campaign. Expect some more liveplays, some how to play videos, and plenty more.
So, there will be a little bit longer to wait until the campaign launches, but it will let us make everything bigger and better.
It also means that we have some extra time to talk about something plenty of folks have been requesting; story, setting and lore.
The World of Fog
First, there's a short summary of Time Without Tide's setting in Chapter 5 of the Quickstart. It's a free download for anyone who follows the project, so remember to check it out. However, it only scratches the surface.
Time Without Tide takes place in the World of Fog. It’s not Earth and it never was. Everything used to be wonderful. Humanity luxuriated in an era of boundless innovation called the Age of Decadence. Thanks to marvelous technology powered by shards of the moon, they were capable of almost anything.
Then came the Sundering. The moon crashed down to earth. A twisted fog called the “Unknown” emerged from the wound left in the night sky. It smothered and mutated the few disorientated survivors; anybody who wasn’t protected by light. It gave birth to terrible monsters that started to stalk through the ruins of Decadent cities. That’s the backdrop.
Your adventures happen later.
Decades have passed. Anybody who remembers the Sundering is dead or suspiciously old. After a few generations of despair, humanity shakily hauled itself upright. Getting this far was a struggle, but even the softest of Decadent hands grew calloused eventually. Now, human civilization with all of its glories, follies, and flaws, is fighting back.
You, as Delvers, are at the forefront of this struggle. Your guild exists to venture into the Unknown. You hunt dangerous monsters, you scavenge for rare resources, and you do whatever you can to help the other survivors of the fallen moon.
Saltport
The Delvers’ Guild headquarters are on a rocky island off the coast of Saltport; last and greatest city of the age, the justified center of the tideless world. It stands on a fortified peninsula at the edge of a larger, lost, Decadent metropolis. It’s filled with all kinds of people, distributed across twelve districts; greedy industrialists, dejected workers, irreverent dandies, sailors, soldiers, performers, scientists, criminals, journalists, and more.
Your adventures shape Saltport. We’ve laid out an interconnected web of characters, factions, plots, and threats to the last city. The way you deal with them has direct and visible consequences. When you take a job for one faction the balance of power swings in their favor. Eventually, their will might overwhelm Saltport, for better or worse.
What about beyond the walls? Outside Saltport, dozens of smaller townships and outposts (called tenderholds) are fighting to establish themselves. Just like in Saltport, your actions will shape the surrounding regions. The longer you play, the more you will see the World of Fog Develop around you.
Your World of Fog Will Vary
I’ll close off today’s update by saying that when you play Time Without Tide, you get to decide what the World of Fog looks like. All the people, places, and history therein is yours to rework and restructure however best suits your games. What’s written is a suggestion. We’re proud of the story and we’ve done our best to make it both compelling and receptive to the actions players take. Your interpretations are sure to entertain everybody at your table.
A Note About Polls
One last thing, thank you for answering our polls. Please keep your comments coming. For example, are there any details about the World of Fog you’d like to hear more about?
So far, our polls have been about what to focus on first. Here's a more cut and dry one. What kind of video content would you’d like us to release leading up to and during the course of the campaign? We can't make it all, so we'll have to prioritize. Please share your thoughts, both here, and in the Chaosium Discord.
There is just over a week left until we launch! Meanwhile, Gen Con is in full swing. Please keep your questions about Time Without Tide coming, both here and in the Chaosium Discord. Based on everybody’s answers to the latest poll, it’s time to talk about character creation. An honorary mention to second place in the poll, lore and setting details. We promise we'll talk about them soon!
First though, for everybody who wants to see what a game of Time Without Tide looks like in practice, watch David Naylor run an all star cast through a session on the Chaosium YouTube channel. A big thanks to everybody involved.
Also, for anybody attending Gen Con, there are some physical copies of the Quickstart up for grabs. Swing by the Chaosium booth and say hi.
Now - Character Creation & Advancement
Let's walk through Delver creation process. Your Delver begins as a blank slate. You add detail to them across a series of steps.
Step 1 - Natural Skills: Of the 6 total skills, three begin with a score of 0 and three begin with a score of 1. You roll a D6 to determine which. As a reminder, the six skills are CULTURE, INDUSTRY, NAVIGATION, SKULDUGGERY, SURVIVAL, and VIOLENCE.
Step 2 - Background: Next, you chose a background. Each background applies a suite of pre-set modifications to your Delver that set them apart from the crowd. Although the exact changes vary, they all balance out in the end. The one thing all backgrounds share is a choice between either +1 to any skill (you decide), or an adaptation.
Here are a few examples of the modifications that backgrounds apply:
The Diver background increases your BODY trait by +1, as well as your INDUSTRY, NAVIGATION, and SURVIVAL skills by +1.
The Form Wizard background increases your MIND trait by +1, your CULTURE skill by +2, and your INDUSTRY skills by +1.
The Derelict background lowers your WILL trait by -1, but it increases your NAVIGATION skill by +2, your SKULDUGGERY by +1, your SURVIVAL by +1, and your VIOLENCE by +1.
Backgrounds affect more than just mechanics. They represent whatever your character did before they became a Delver. This affects how the world sees them, the kind of background knowledge they can expect to draw from, and the sort of life they've lived up until now. It also helps give you a deeper a sense of who they are as a character.
Step 3 - Relay and Registration: Once everybody’s made a Delver, you move onto sorting out your party. As a Delver, you work with a team of other trained specialists. You are unified around your relay, a priceless Decadent artifact that lets you teleport vast distances. Relays, like ships, have names. Most people will know you by your relay’s name. For example, the pre-generated Delvers in the Time Without Tide: Quickstart are the crew of Dowsing Odd.
Here, you talk with your party. You decide who carries your relay. You figure out who's job it is to take care of what. Generally, you'll select your records here, including some basic items and any features you earned during the previous step (by getting a score of 2 in any skill).
Step 4 - Finer Details: Next, it’s time to weave your Delver’s story. The Time Without Tide: Core Rulebook has plenty of background information, fun tables, and story seeds that will help ground you in the setting. You can also come up with your own ideas and collaborate with the rest of the table to interweave your backstories. You don’t have to lock everything in about your Delver immediately. It’s fine to leave things vague and develop them in greater detail as you go. Speaking of which:
The Final Step - Delver Development: Delver Development is the ongoing, final step of character creation. As you play, you earn experience points, which you can spend to improve your Delver. Each point of XP is significant, but it isn't the only way through which your Delver improves. You also earn lunar dust (currency) which you can use to trade for items. Then, there's adaptations. Although adaptations are negative at first, each one has the potential to become positive if you invest some of your hard earned XP into them.
You spend XP between adventures while your Delver is taking a 3 day safe rest. We'll go into detail about what you can do with your XP when we talk about player options. For now though, here's a very rough guideline.
Every time you get a point of XP you can:
Raise a trait by +1. (to a maximum of 5).
Raise a skill by +1. (to a maximum of 5).
Improve an Adaption to a higher tier.
Choose an extra feature.
That's all for today but we'll be back again soon. Given everybody's enthusiasm in our polls about both player options and lore/setting information, we'll aim to discuss those next. If you have a specific question, please send it through to us.
Thanks again to everybody. The countdown continues!
There are just over two weeks left until our campaign launches! Thank you everyone for sharing your enthusiasm, questions, and support for Time Without Tide.
Last week’s poll favored more information about the game’s rules. We’re going to dive into mechanics for this update, but first here’s some TWT news.
Questions By Lantern Light, a live TWT Q&A hosted by Chaosium’s Bridgett Jeffries, is now available to watch on the Chaosium YouTube channel. It was a blast getting to talk about the game. Thank you to everybody who sent in questions. Remember, you can keep the conversation going by joining us in the Chaosium Discord. We do our best to share links to any other news or media about the game there.
Onto the Rules Let’s move onto some mechanics. I want to mention that the best way to get a sense of the game is to download the Time Without Tide: Quickstart and take a look for yourself. It’s freely available for anybody who follows the Backerkit campaign. That said, here’s a quick summary.
The Basics Time Without Tide is at its heart, a D6 dice pool system. When you’re faced with a challenge, you pair one of your traits (BODY, MIND, & WILL) with one of six skills (Culture, Industry, Navigation, Skulduggery, Survival, & Violence). You roll a number of D6s equal to the sum of your score and trait. Each result of a 5 or 6 counts as a mark towards succeeding. Get enough marks and you’ll succeed the test.
So, you combine 3 traits and 6 skills. Easy right? Well, the complexity comes from combining your traits and skills in interesting ways. Let’s take Skulduggery as an example.
BODY + SKULDUGGERY covers physically sneaking about. Creeping past distracted enemies or skillfully picking a pocket.
MIND + SKULDUGGERY covers investigation. Finding clues at a crime scene or noticing an ambush up ahead.
WILL + SKULDUGGERY covers social deceit. Lying to somebody, or managing to keep your poker face in a bad situation.
Every skill pairs differently with each of the traits to cover any challenge you might encounter. There’s plenty of further refinements to these core rules that are discussed more further in the Time Without Tide: Quickstart, but let’s leave that aside for now and skip ahead to one of the most exciting parts of Time Without Tide, your records.
Records Records are the elements that make each character unique. Your items, features, or fog-driven adaptations. As you play, you will slowly amass, refine, and develop a collection of different records. Some records are straightforward bonuses to particular activities and test types. Others make you immune to certain type of damage or unlock new kinds of actions. The most powerful records fundamentally change the way you play the game.
Not all records are easy to get. Features for example, are reliable. You earn them naturally as your skills increase. Items, less so. You need to find them on your adventures or trade for them with some of the few remaining merchants. Adaptations are utterly chaotic. When you manifest an adaptation (often by taking too much damage during combat) you roll randomly to determine which one. Whatever result you get, it arrives in its malignant form as an explicit hindrance. If you invest your experience into a malignant adaptation, you will unlock its hidden potential over time.
Combat, Travel, & Downtime
There’s lots to do in Time Without Tide. Although all gameplay builds on the fundamental rules described above, each area has its own unique mechanics too. We’ll talk about these more in future, but for now, here are some quickfire details about a few fan-favorite gameplay areas.
Combat is strategic and turn based. It will be familiar to most experienced TTRPGs players. The most unique element is ward. You must keep battlefields lit to fight off the fog. Otherwise, you take damage and monsters become more powerful. Lanterns are as ubiquitous as weapons during combat.
Travel is at the heart of many Time Without Tide adventures. The quintessential item that defines each party of Delvers is their Decadent relay. These ancient teleporters allows Delvers to instantaneously jump home at the push of a button. As a result, Delvers can push deep into the wilderness and take wild risks during battle, secure in the knowledge that they can always teleport away if things get hairy. Although, picking the perfect moment to press the big red button is never as easy as it sounds.
Downtime is integrated into everyday game-play. There's no dedicated system for ultra long-term actions, because weeks, seasons, and even years will drift by over the course of regular delving. Healing, for example, requires three full days of uninterrupted rest. Between that and travel, there will be plenty of time to attend to your long term projects.
Our Next Update We'll be back again later this week to talk more about the rules. Please let us know what mechanics you're most interested in learning more about. Until then, keep the light!
Time Without Tide is here. You can download the Quickstart rules right now and start playing. After close to a decade of total development time, the fog has parted. For us, the Time Without Tide team, it’s surreal.
This is only the beginning!
We’ve got so much more to show across the course of this campaign. We want to talk about everything. We’ll show you how the game works, talk about its development, geek-out about the world, ask you what you want to know, and answer your questions. First of all though, we need to say thanks. To all of you reading this update, all of you following this project, we appreciate you.
You can get further involved in Time Without Tide by joining the conversation on the Chaosium Discord. There’s a dedicated channel there where you can speak directly to the team, as well as with other players. Some channel members are already sharing their wonderful experiences with the Quickstart.
A printed Quickstart shared by Discord member Olivia Yeo.
We’ll be back with another update soon where we will talk more about the game. Please tell us what you'd like to hear about! You can vote in our poll to help us determine what to discuss next. Please feel free to expand upon your answer in the comments. For those with absolutely burning questions, please join us on the Chaosium YouTube Channel for a live AMA on July 20th 7pm EDT (a recording will be posted later). Thanks everybody.