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World roundup · Premises checked 15 October 2026

Real-world RPG settings: six grounded worlds to play.

Creation OS now runs six grounded, real-world settings: three football clubs in Brazil, Argentina, and Italy, and three wars told from the ground in 1916, 1942, and 1968. No dragons to hide behind. A Narrator responds to the actions you write. These are fictional people in real places and periods, with written matchdays and survival scenes rather than a visual match viewer or a shooter.

Choose the kind of grounded story you want

A football club gives you a workplace, a crowd, and decisions with a public audience. A war setting puts an ordinary day under pressure from hunger, uncertainty, and divided loyalties. Read the premise for its tone before deciding where you want to spend time.

The excerpts below come from the earlier published world previews. They show the writing and a possible scene, rather than a promise of the opening you will receive. The premises were checked again for this refresh. No new gameplay session was run for this page, and a later reply can still need correction.

The six worlds at a glance

WorldSetting & yearWhat you playThe pressureHow you enter
Maragibe Esporte ClubeBrazil, present dayCoach of a fourth-tier club with favela rootsSell the phenom to Europe, or keep him and keep the lights onTake the bench (borrow)
Defensores de Villa EspinalBuenos Aires, Argentina, present dayManager of a socio-owned barrio clubPromotion knife-edge, a members' vote, a terrace with opinionsTake the bench (borrow)
Pro VoltunaTuscany, Italy, present dayManager of a fallen provincial giantThe long climb back, a fund circling, a curva that never forgivesTake the bench (borrow)
Leningrad, 1942A besieged Eastern-Front city, winter 1942A civilian getting through the siegeHunger, cold, the ration line: one street, one winterFree entry
Phù Sa, 1968An invented village, central Vietnam, 1968A villager among every sidePatrols by day, the Front by night, the harvest three weeks outEnter the village (borrow)
Merancourt, 1916A Picardy trench sector, Western Front, 1916A soldier in a battalion of palsThe waiting, the cold, the letters, nine days to the raidChoose a role (borrow)

Football worlds offer written club stories and match reports. War worlds follow fictional people through historical periods. Read each public profile before entering.

Three places that love a club

The three club worlds sit alongside other football premises on the Showcase: the modern lower-league side, Ashfield Rovers, and, for readers who want the opposite of grounded, the orc club Bloodmaw Rampagers of the Mudbowl League. What the new trio adds is place: not a generic lower division, but the favela coast, a Buenos Aires barrio, and a fallen Tuscan town, each with its own way of loving a club it cannot afford. If the head-term football manager pitch is what you are after, the Creation OS Football feature and our Football Manager alternatives roundup cover that ground; these three are the country-specific stories.

Brazil: the phenom and the export machine

Maragibe Esporte Clube plays in the Brazilian fourth tier, a small club with favela roots on a coast that has been raising and selling its gifted boys for as long as anyone can remember. Wages are two months late. The city loves the club and cannot quite afford it.

You take the bench with one decision hanging over everything: a teenage phenom the whole neighborhood is counting on, and twenty-four days to decide whether he stays and plays the beautiful game or is sold to Europe so the lights stay on. Keep the boy, or keep the club. The coast remembers which you chose.

A verbatim turn from the borrow-path playtest:

The last 40 minutes are a blur of frantic defending, heart-stopping counters, and Mateus 'O Profeta' Pereira making several crucial saves, but the boys hold on. The final whistle blows, and a collective roar of relief and triumph echoes across the pitch. The dressing room is a mix of exhaustion and elation. Players collapse onto benches, some laughing, some close to tears. Three points. A win. The first step.

Take the bench at Maragibe Esporte Clube

Argentina: four thousand owners, one hard month

Defensores de Villa Espinal is a socio-owned barrio club in Buenos Aires: four thousand members own it between them, and it sits one bad month from throwing away promotion. The terrace, La Caldera, has a loud opinion about every call you make.

There is a members' vote splitting the neighbourhood, wages nobody has paid, and a wonderkid half the country wants sold. This is potrero football run as a story, where the pressure is people and politics rather than a tactics screen, and the club keeps its own record of which calls you got right and which you got wrong.

A verbatim turn from the borrow-path playtest:

Just four minutes in, a sharp break down the right. Iker Roldán threads a perfect pass into the box, and Santiago Castillo, ghosting in late, unleashes a low drive that nestles in the corner. La Caldera explodes, a visceral wave of sound and joy. Defensores leads 1-0!

Take the bench at Defensores de Villa Espinal

Italy: the fallen giant and the curva that never left

Pro Voltuna is a fallen provincial giant in Tuscany, a club the town has buried twice and dug up twice, now rotting in the lower divisions of Italian football. A fund is circling. The mercato wants its golden boy.

And the curva, the hardcore end that never left, never forgives a wasted season. Your job is the long climb back, one Sunday at a time, in a town that treats every result as a referendum on you. Rebuild the club, or answer to the people who never stopped showing up.

A verbatim turn from the borrow-path playtest:

The roar of the small but fierce Voltunesi crowd washes over the pitch as you stride to the technical area. The sun is still high, casting long shadows as the first whistle blows. Barely a minute passes before the stadium erupts: Nicolò Vitale, sharp as a stiletto, carves through the Terrenera defense and slots it home. GOAL! Pro Voltuna 1-0! The stands thunder.

Take the bench at Pro Voltuna

From the touchline to the trench

The next three worlds are a different kind of grounded, and it is worth being plain about it. They are not power fantasies. They are survival stories told from the ground, about ordinary people in places history was hard on. Read them as fictional survival premises, with ordinary people at their centre, rather than as promises of victory or an accurate reconstruction of every detail.

WW2: one street through a siege winter

Leningrad, 1942 puts you inside a besieged Eastern-Front city in the dead of winter, and you play it as an ordinary person trying to get through it: a soldier, a medic, a runner, or simply a neighbour on one street. Entry is free and no card is required to begin. Continued play uses Spark; check the current action costs before continuing.

The war here is the weather. The story is the people: the bread queue, the ration card, the cold that does not let up, and the daily choices about who to help and what to give away. There is no glory on offer and none pretended. What there is, is a record. What you did on your street, that winter, stands.

A verbatim turn from the borrow-path playtest:

The bread queue is a silent testament to the city's hunger. It snakes around the corner of a bombed-out building, a line of huddled, bundled figures, each face gaunt and etched with the same weary resignation. The air is still biting cold, but here, in the close proximity of so many bodies, there's a faint, humid scent of unwashed wool and starved desperation. You shuffle forward with the rest, the only sound the soft crunch of snow underfoot and the occasional, rasping cough. At the head of the line, a stern-faced woman in a thick coat meticulously slices a gray, dense loaf, more cellulose and sawdust than flour, by the smell of it. Each meager portion is placed on a small, rusted scale, then slid across the counter with a curt nod, or a shake of the head if the ration card is invalid or used. The process is painfully slow, a ritual of scarcity.

Walk into Leningrad, 1942

Vietnam: a village that keeps its own count

Phù Sa, 1968 is an invented village in central Vietnam with the war closing in from every direction. Patrols come by day. The Front moves by night. The harvest is three weeks out and has to come in regardless of who is holding the road.

No side in this world is written clean, and the world takes none. Every faction says it is protecting the village; the village keeps its own quiet count of what each one costs it. You play inside that pressure. Your actions can change your standing with people and factions, and there is no clean way through.

A verbatim turn from the borrow-path playtest:

Following the faint scent of jasmine incense, you soon reach the Phù Sa Pagoda, a small, elegant structure nestled amidst a grove of bamboo. The chanting grows clearer here, a low, steady drone that feels like a balm after the tension of the checkpoint. Inside, the air is cooler, filled with the scent of old wood and the quiet presence of ancestors. Thầy Thích Quang Minh, the venerable monk, sits cross-legged before a small altar, his eyes closed in meditation, a faint smile playing on his lips.

Enter Phù Sa, 1968

WW1: a Picardy trench sector, nine days to the raid

Merancourt, 1916 is a grounded Western Front trench sector in Picardy, a battalion of pals holding a line nine days out from a night raid. You can enter as a private, a stretcher-bearer, a sapper, a signaller, or a junior officer; no fixed hero is written for you.

One thing to be clear about: this is the historical one. Our other Great War world, the Loire Valley of 1917, is deliberate dieselpunk alt-history. Merancourt uses a grounded premise, while its places, people, and events remain fictional. The dread lives in the waiting: the cold, the hunger, the letters home, the tapping of picks under the chalk. Death is real and near, but this is survival, not spectacle, and when a push is over the roll call is real. The record of what you did in that sector stands.

You close your eyes for a moment, straining to discern the subtle vibrations beneath the pervasive rumble of distant artillery. The low, guttural thrum that has become a constant companion in these trenches seems to sharpen, coalescing into a faint, rhythmic tapping - the unmistakable sound of picks against chalk, deep below. It's a chilling sound, a silent enemy working its way towards you from the unseen world beneath the wire.

Hold the line at Merancourt, 1916

How borrowing a world works

Every world above is live on the public showcase, and you can choose one for a fresh story of your own. Three steps:

  1. Open a world page and read the club or the place, the people, and real play excerpts up front.
  2. Choose it, review the entry terms, and begin your own version with a character. The published premise gives you a starting place.
  3. Play from there. Your calls, your season, your street. The original stays untouched for the next person.

Where these worlds fit, and where they don't

Be clear about the trade. The clubs and players are fictional: the countries and periods are real, but the teams and the people in them are invented, with no real names or licences. There is no visual match viewer, so a matchday is a narrated report and a full-time result, not a rendered simulation. The war worlds are survival stories told from the ground, not shooters, with nothing to aim and nothing to score. If you want an established football management simulator, Football Manager offers a different format. Choose these six for written decisions, a particular place, and the people in your version of it.

Keep the version you played

Tome can turn Creation OS play history into a reading edition with chapters and a cover. It requires Pro and uses Spark and a chapter allowance. Review the quote and the finished pages before choosing a reading link.

Questions people ask

Is there an RPG set in WW2?

Yes. Leningrad, 1942 drops you into a besieged Eastern-Front city in winter, played as an ordinary person trying to survive it: a soldier, a medic, a runner, or a neighbour on one street. It is free to enter. It is a survival story about hunger, cold, and the choices you make on your own doorstep, not a shooter.

Is there a Brazilian football manager story game?

Yes. Maragibe Esporte Clube is a fourth-tier Brazilian club with favela roots, and you coach it as a story rather than a spreadsheet: a teenage phenom Europe wants, wages running late, and season-shaping calls kept on the record. Two more club worlds sit alongside it, one in Argentina and one in Italy.

See how the football worlds work ▶
Are these worlds historical reference sources?

No. These are fictional stories in real places and periods. Football worlds offer written management decisions and match reports. The war settings are roleplay premises, not reconstructions or historical reference sources. Check important historical details independently.

Are these real clubs and real people?

No. The places and periods are real (Brazil, Argentina, Italy, and the wars of 1916, 1942, and 1968), but every club, player, soldier, and villager in these worlds is fictional and belongs to the world. No real teams, no real names, no licences.

Is it free?

Creation OS is free to start, with no card. Leningrad, 1942 is offered with free entry. Play actions can use Spark, and optional features have their own access terms. Check the current pricing and in-app quote before confirming.

GROUNDED WORLDS THAT KEEP THE RECORD

WORLD RECORD™
CONSEQUENCES / ON FILE
SCENE HOLD®
RETURN TO YOUR STORY
MECHANICS™
MONEY · GEAR · STANDING
GENRE RANGE™
FOOTBALL · NOIR · COZY · FANTASY
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Free to start. No card.