⟨SYSTEM⟩ BETA TESTING LIVE
Play everything.
Be anything.
TotalWOR runs one set of rules deep enough to hold any world — so the story you start tonight can be gothic Europe, a fantasy world with only one face, or a station where the air is billed monthly. No scheduling. No rulebooks. One sentence and you're playing.
The character you make here is yours in every game we build — the same person, the same story, in a different kind of fight. Sign up, play, tell us what breaks. Shape the future of gaming.
This game is in beta testing, which is why the subscription to play is called the Meat Shield Mercenary Guild, and why it is a legacy subscription.
One sign-in for everything · we never see a password · the beta opens in waves
The fine print — Privacy · Terms · Refunds — is being updated with TL;DRs
The beta opens in waves. When yours comes up the whole site opens — you won't need to sign in again.
Questions never cost a round · looking is free · only commitment spends one
Sign in with Discord and the door opens · your vault key names your story
and reopens it anywhere · questions never cost a round
The fine print — Privacy · Terms · Refunds — is being updated with TL;DRs
THE MEAT SHIELD MERCENARY GUILD
The only mercenaries who pay union dues.
A beta is a dungeon nobody has mapped yet. The people who walk in first take the hits, and we owe them for it. The Guild is how we pay that debt.
Where the limits are
Seats are capped. The Guild is exactly as large as we can listen to, and no larger; when the seats are full the door says so and you go on the list for the next wave. Inside is the beta as it stands today: one living district in text, a character sheet that is still being born, a forge that works under another roof. Things break. Finding them is the job.
What your dues buy
Every round you play is real computing, and every report you file is read by a person. Union dues pay for both while WOR is built. Nobody here is working for exposure, and the dues are the reason the beta can be open to you at all. Dues are paid on Ko-fi.
What your feedback does
Guild members' reports go to the top of the list. When something you said breaks is fixed, it is fixed because you said so, and each piece of the system lands with the Guild first. The whole list is public: every mission is on the board, and the ones that came from a mercenary's report say so.
Where this is going
The goal is a WOR you buy once and own, with no subscription at all — the first world, below, is built to be exactly that. The Guild's dues are what carry the building there. When WOR stands on its own, the Guild closes to new members, and the people who carried it keep what they had. That is what legacy means here: the name and the standing stay with the ones who were there when it was still a dungeon.
THE ROAD
One character. Every kind of game.
The more people play at the first rung, the more of the rest becomes real. Each rung below is something sign-ups unlock — not a promise of a date.
-
Now
The word
Play a living district in text. The people in it were born, worked and grieved there; they know only what they would know, and they have an inside — a self that warms, remembers, and can be hurt. This is the seed the rest grows from.
-
Next
Your character, on the page
A sheet beside the story that fills itself from how you built your character — then changes with what you actually do. Not a form you fill in: the growing record of who they became.
-
Next
The Crafting Studio
Describe it, get the sheet. Items, people, places, lairs, whole modules — for players and for the person running the table. The forge already works; it is being brought in under the same roof.
-
Ahead
The same character, in every genre
Your tabletop character is your hero everywhere else. Who they are doesn't change — only the verb they fight in. Pick a finished hero and play the endgame tonight, or bring your own and watch it grow toward them, or away.
- WOR Hy Din the shared world
- Gods of WOR arena
- WOR and Peace MMO
- Prisoners of WOR action RPG
- WOR of the Worlds shooter
- WORCom squad tactics
- WORfare strategy
- World WOR Key grand strategy
- WOR-to-WOR Combat fighting
- WOR of the Roses survival
- Shadows of WOR roguelike
- Turf WOR city builder
Every launch: to be decided. Dated when it is real, and not before.
-
Ahead
The proof in the numbers
The fast games show you what is strong. The tabletop lets you live why. When enough people have played a build, its real odds — across thousands of situations — go back to the player whose story that build is.
-
Ahead
The rulebooks
One for each kind of game, so anyone can run WOR at a table with no screen in the room.
We are building World of Wordcraft in the open — every mission is on the board. Signing in is how you join the beta, and how you help decide what gets built next.
IN DEVELOPMENT — THE FIRST WORLD
Graha
Dated when it is real, and not before
The world with one face. The three Tridoms of Balazar, Malikar, and Morrow: their whole map, their histories, and everyone living in them. Buy it once. Play it solo or with friends. No subscription.
- Any genre, one engine
- The mechanics don't assume swords. Same rules, any world, including yours.
- Only commitment spends a round
- Looking, studying, and asking never do — the conversation is yours.
- Real characters
- Sheets with actual skills, lore, and pools — forged or converted from a system you already play.