
I am looking to start a new long term 5e campaign. I have GM'ed for about 35 years but almost all of that was at the table in my house with friends. After about 35 years, there is not much that I can do that I have not done before with the same group of people so I am looking to expand out. I am looking to gage the interest and get feed back on ideas. 1. If I planned for a Saturday evening (Pacific Standard Time) would this typically interfere with other people's weekend plan? 2. I CANNOT run a module or specific quest line (I have tried many times and failed). I can set up 'things going in the background' but after 6-7 games sessions, I find that the plot is lost as the players went in a completely different direction. Does a GM without a plan tend to hinder the game too much? 3. I also tend to run a fairly adult game. Blood, violence's, bad choices, and (rated R) sex (no detailed descriptions but heavy innuendo). Most games I have seen and/or read about really seem to get uncomfortable with themes of sex. For example, at one time a Hag offered a female palladin a living dragon egg she could hatch and raise as her own, to entice the palladin, the hag also threw in a belt of giant strength. In exchange for those two items, the palladin would have to give up her first born child who would have to be conceived within the next 60 days (note, if the palladin did not take the offer, the hag was going to have an omelette for dinner). She took the deal and the group spent the next 6-8 sessions trying to figure a way to weasel out of the deal. 4. I have seen (and participate in one) pay to play games. As a GM, I do not think this would be for me. I don't want to charge people to play but (antidotal evidence) suggests that players tend to be unreliable and a long term campaign really does require players to be there most of the time. Is this just my mis-informed idea or do on-line long term campaigns not really work well? Thank you in advance for your insight.