Getting together and sitting down at the dining room table, or around any table really, to play a collaborative game is meant to be fun. We socialize, we don fantastic roles, fight monsters, and save the day. At least that's what we generally want to experience when playing a game like Dungeons & Dragons. Not everyone experiences the same joy with every game, but worst of all is when your players don't enjoy the game at all. There disappointement with the game can build and sometimes these frustrations mount and explode. So why do players become frustrated with a game?

Lorecall has been in development for a long time. If you include its earliest concept, the service has been a part of my life for over 10 years now. I still believe deeply in the value of the service and I want to provide it to the community of gamers online, but I also have to be realistic about my time, other interests, and responsibilities.

The initial inspiration for Lorecall sparked in late 2007. I have been working on some form of Lorecall for over 10 years now, and while I still want to make it into a great service, it isn't something that I can do alone. I will continue to work on it in my spare time but, for now, I have to be realistinc about my time and ability to work on such an ambitious project, while improving its quality, and keeping up with the ever changing landscape of tools and frameworks.

Follow the story of the adventurers searching for the wish-granting relic, the Sands of Fasir and explore the Kingdom of Elheil'an, along with the rest of the northern Ibaetian coast.

I wanted to provide our readers with a quick update on the progress being made for the creation of the new campaign setting announced earlier.