Myth-Weavers Help Generators

Community, Messages, and Social

Myth-Weavers is a community first and forum software second. A lot of the folks you'll meet here have been around for fifteen or twenty years, juggling several campaigns at once, and the non-game corners of the site are where you'll catch them between sessions. This guide is your tour of that side of things: the community forums, search, direct messages, friends, and all the social settings that tie them together.

Community forums

The Community Forums are site-wide gathering spaces, sorted into categories. Where a game forum belongs to one specific game, these are open to everyone with an account, so they're where the whole site comes together to talk.

You'll find them on the home page when you're signed in, below your games and the recruitment carousel. The categories span general chatter, system-specific talk (D&D, Pathfinder, GURPS, and the rest), recruitment, site feedback, off-topic wandering, and plenty more.

The community forums behave exactly like game forums: start topics, post replies, follow a forum for notifications, keep tabs on what's unread. If you'd like the complete walkthrough, Forums, Topics, and Posting has you covered.

Community forums landing page with category sections.
Community forums landing page with category sections.

Myth-Weavers has full-text search across the entire site, accessible from the search bar in the navigation.

Search filters

When a search turns up more than you bargained for, the filter sidebar helps you narrow things down:

The search filters sidebar, with every filter at its default.
The search filters sidebar, with every filter at its default.

Each result shows the content type, a highlighted snippet of the matching text, the location (game › forum), the author, and how long ago it was posted. Click any result to jump straight to it.

⚠️ Searching a username as a search term is not the same as filtering by Author. A term matches the text — so typing your own username with Topics selected finds threads whose title mentions you, including ones other people started about your character. To get threads you started, put the name in the Author filter instead.

When a search is too broad

Very common words are the one thing site-wide search struggles with. A term like "language" or "attack" appears in hundreds of thousands of posts, and gathering all of them takes longer than a page is willing to wait.

When that happens you'll see a "Some results couldn't be loaded" notice above the results, naming the section that gave up — usually Posts. The other sections on the page are unaffected and their results are complete.

That notice means the search was cut short, not that nothing matched. Don't read it as "there's nothing there." To get a real answer, either use a more specific term, or keep the term and narrow the hunting ground with Search Within on a single game or forum — scoping is usually the faster fix, and it's what turns a search that gives up into one that returns instantly.

Under the hood: how search works

Search runs against a tsvector index over post content (PostgreSQL's full-text search). Posts are indexed at write time, so freshly posted content is searchable within seconds. Stemming is enabled (searching "rolled" matches "rolling"), and stop words ("the," "a," etc.) are ignored. Boolean operators aren't currently exposed in the UI — keyword soup works fine for most cases.

The post index covers 17 million posts. A search has to read every matching post before it can rank them, so cost scales with how common your term is, not with how many results you get back. Post searches are capped at six seconds; past that the Posts section reports itself as incomplete rather than holding the page open. Scoping with Search Within applies the game or forum filter first, which is why it helps so much more than adding another keyword.

Tags

Tags are short descriptive labels you can pin to topics, issues, and blog entries, and they're how you make content easy to find again down the road. A system-d&d-5e tag on a recruitment post, a rules-question tag on an OOC topic, a bug tag on an issue: each one means you can find it easier later.

Applying tags

The tag picker on a topic/issue/blog form is an autocomplete:

Tags are optional. Most items don't need any; a couple of well-chosen tags is more useful than a flurry.

Browsing by tag

Tags display as clickable badges on the item itself. Clicking a tag runs a search for that tag and surfaces every other item carrying it. There's no separate "tag directory" yet — search is the way in.

Tag style

A few light norms:

Issue tracker

Bug reports, feature requests, support questions, voting on what gets built next — all in one place. See Issue Tracker for the full reference.

Community announcements

Site-wide announcements — maintenance windows, new features shipping, community events, the occasional important policy note — appear as dismissible banners on the home page. Admins write them; everyone sees them until they dismiss or the announcement's end-time passes.

Game-scope announcements (visible only within a specific game) work similarly but live on the game's page — see Game Master's Guide for the GM-side authoring.

Direct messages

The built-in DM system handles private conversations between users.

Starting a conversation

The Messages icon in the navigation bar opens your conversation list. New Conversation lets you pick recipients by username and start writing.

You'll also be offered a Subject — optional, but it decides how the message is filed. Give one and you start a brand-new conversation, even if you already have a thread going with that person; the subject becomes its name in your conversation list. Leave it blank and your message continues the conversation you already have with them, if there is one. So you can keep several separate threads with the same person — one per topic — the same way you could on the old site.

The Send Message shortcut on a profile or hover card doesn't ask for a subject, so it always continues your existing conversation with that person rather than starting another one.

Group messages

Add multiple participants to a single conversation for group chat. All participants see the full message history; adding someone later means they can scroll back to read the prior conversation (no hidden history).

Editing, deleting, and linking a message

Conversations read like a forum topic, with each message as its own card. On your own messages you'll find Edit and Delete: editing updates the message in place (and shows an "edited" note), and both changes appear live for everyone in the conversation. Every message also has a Copy link to post action; pasting that link takes you (or whoever you send it to, if they're a participant) straight to that exact message, scrolled into view and briefly highlighted.

Typing indicators

When someone in your conversation is typing a reply, a typing indicator surfaces it so you know a response is coming.

New-message alerts

You don't have to keep scrolling up to check for replies. When a new message arrives while you're elsewhere on the site, three things happen:

The tab badge and bell both count unread conversations (one per conversation, however many messages it contains) and clear once you're caught up.

Read receipts

Messages show when each recipient has read them. Useful for the "did they see this yet?" check.

Opening a conversation clears its bell entry immediately. Clicking the bell entry (or the toast's View message link) drops you at the first message you haven't read yet. Note that "Mark all read" on the bell leaves message entries alone; they clear only when you actually open the conversation.

A private conversation. When the other person starts writing, their typing indicator appears below the last message.
A private conversation. When the other person starts writing, their typing indicator appears below the last message.

Reporting an abusive DM

If someone is harassing you, the conversation has a Report action that flags the thread for moderator review. Reports go to the community moderation queue; you can also block the user from your Account Settings → Social → Privacy page.

Private notes

Private notes are a personal scratch space at My Notes (in your profile menu). They are yours alone: no other member can open them, no GM can see them for a game you're in, and they're excluded from search, RSS and every forum listing on the site.

They're the right home for the things play generates that don't belong in a post: what your character actually suspects, the name of the NPC you decided was important, a draft you're not ready to publish, a running list of what you owe the table.

Each note is a thread, not a single text box, so you can keep adding to one over a campaign and read it back in order.

Under the hood: notes are a forum only you can see

A note thread is a real topic in a Private Notes forum created for your account the first time you open the page. That's why notes behave like posts rather than like a notes app: you get the full post editor with formatting, images, tables and dice, plus revision history on every edit.

It also means the usual forum affordances work — you can quote yourself, link between notes, and search them.

Private, but not a vault. The access check is owner-only, so notes don't appear to other users through any normal route — but they're stored like any other content on the site, not encrypted. Passwords and genuinely sensitive personal information belong in a password manager, not here.

And notes are not a backup. They live in the same database as everything else, and deleting your account deletes them. Anything you'd be upset to lose belongs somewhere you control.

Friends

Build your network on Myth-Weavers by adding other users as friends.

Sending friend requests

Every user's profile has an Add Friend button. Click it, and they'll get a notification they can accept or decline at their leisure.

There's a limit on how many requests a brand-new account can send: if you've just joined and haven't posted anything yet, you can send 5 friend requests per 24 hours. Once you've posted, or once your account is a month old, the limit rises well beyond anything ordinary use will reach. It exists to slow down accounts that sign up purely to message strangers. If you hit it, it clears on its own — and posting anything lifts it immediately.

Managing friends

Account Settings → Social has four tabs:

Privacy settings

The Privacy tab has two settings:

To unblock someone you've blocked, visit their profile and use the button there; there's no central list of blocked users.

Blocking someone

Blocking a user cuts off contact from them to you. Once you block someone, their direct messages, friend requests, game invitations, and mentions/quotes/replies stop reaching you. This means no notifications, no bell entries, nothing in your inbox or requests list. Blocking is quiet by design: the person you block isn't told, and from their side their messages and requests appear to send normally. Existing conversation history stays where it is; only new contact is suppressed. Unblocking restores future contact, but anything they sent while blocked remains hidden.

User profiles

Click any username to view their profile. Profiles show:

On a desktop browser, hovering over a username (for example, a post author) pops up a quick bio card which includes their avatar, role, join date, last-seen, and post count. It also includes shortcuts to message them or find their posts, so you don't have to open the full profile.

Who's Online

The Who's Online panel on the home page shows who's active on the site right now. If your privacy settings have online status visible, you appear here when you're around; if not, you're invisible to the panel.

A related Who's Viewing indicator appears on individual topics and games, showing other users currently looking at the same content. The same privacy controls apply throughout.

Next steps

Stay on top of events and updates with Calendar, Events, and Notifications.