Then somebody gets called into work. Somebody's kid gets sick. Somebody has family plans. Somebody simply can't do Thursday anymore.
"How's everyone looking next week?"
Your weekly campaign becomes monthly. Then every six weeks. Then eventually someone says, "We really need to get the group back together."
We know. We've been there.
So we built the kind of roleplaying world we wished existed when nobody could make game night.
One of our early testers described Grimmloch as less like an MMORPG and more like a vast, hundreds-of-players TTRPG campaign that's always there.
That's pretty darn close to what we were going for.
Create a character, not a build. Make choices the world remembers. Improvise solutions instead of choosing from a list of predetermined options. Find other roleplayers and stumble into stories together, or simply follow your own character's life for a while.
Log in for twenty minutes or disappear into the world for an evening.
No coordinating five schedules - play together when you can.
No canceled session because one person couldn't make it.
No waiting three weeks to find out what happens next.
We're not trying to replace your tabletop campaign.