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[LFP] [DnD5e] [Voice] [Saturday 12-4 pm GMT+8] DM looking for players in a custom campaign; New players are welcome

Greetings all,  I am a DM looking for 3 to 4 players to play in a custom campaign of DnD 5e.  The time will be on Satudays 12 noon, GMT+8, first session will be on the 26th of Aug, and we will have a session once every two weeks. My style of DMing is more narrative based, there can be entire sessions without combat, revolving entirely around roleplay and conversations. Keep this in mind before applying. Combat can be on the harder side, as I usually table for a very experienced party, but I will adjust accordingly as the game goes so fear not if you are new.  There is no need to create a deep and intricate backstory if you do not want to, just keep in mind that it will be harder for me to engage with your character narratively. New players are completely welcome if not encouraged, always happy to introduce new people to the game. Punctuality is important and will be stressed, it is fine to inform beforehand of an absence but being late without informing is rude to everyone else at the table and will not be tolerated. No Homebrew but no limitations on races (keep in mind more exotic races will be treated worse by NPCs, so pick an OP race at your own risk) Setting An endless green tide has beset the world. The attack was swift and unexpected, surging out from the Forgotten Wastes, a remnant from the interracial wars five decades prior. The initial attack was devastating, tearing apart those few countries unlucky enough to have bordered the wastes. While bearing some resemblances, the creatures attacking were nothing like the Orc, Goblins or Trolls native to Theia. They were more feral in stature, even more aggressive, and completely disinclined to diplomacy. With much sacrifice, the initial wave was defeated. And then more came, and more after that. By the time a unified front was established between the bicking peoples it was far too late. Their armies spent, their only option left to them was to hold out agains the tide, and hope it had an end. They assembled their geomancers, and used their magics to erect a wall from which they could defend, as well as a vast series of forts and castles to station theri men. For the first time in a millennium, the different races worked together to halt this threat. It has been 10 years since the initial attacks, the Unified Council is organising a combined expeditionary force, to traverse into the wastes to discover the source of this plague on civilised life. However this has nothing to do with you: You have been brought to the remote fort of Felsam, a fort at the far end of the Great Wall. To the west is the ocean, a barrier the tide of green is incapable of traversing. To the north west of the Forest of Death. There are less attacks here, though there are still some, so the garrison here is tasked with patrolling the area and keeping a lookout. You are a lowly rank and file soldier brought here though a decision not entirely your own. You could be a commoner conscript, a student sent away to experience by their master, a noble who did a nono and is being punished. Feel free to come up with whatever you want and I will help you shape a backstory. Reply to this thread with the following details if you are interested: Player application details: Name (nicknames are fine): Age (range is fine): Experience with the game: 3 words to describe yourself: Your expectation of your DM: Why should the DM choose you:   Character Name: Race/Class: Origin/Backstory: Character Image:
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Player application details: Name (nicknames are fine): Sonny Age (range is fine): 28 Experience with the game: Very minor. I have been a roleplayer my entire adult life, with myself and my best friend spending our freetime worldbuilding and having multi-year-long narrative adventures in the worlds we build where we both control characters we've made and take turns controlling the narrative. Another friend of mine was trying to get into DnD and was setting up a campaign for her friendgroup and asked me to be her test subject. To basically roll up a character and speed-run her campaign just to see if there were places her players might get stuck, puzzles that needed more clues, etc. It wasn't really playing DnD, it was closer to being a video game beta-tester. Things like "Okay so this would've killed you. Let me note that down and then go back into the hallway and we'll start again from there. This time try not scaring away the ghost and see how that works out" and so on. But it made me curious about the game, but since no one wants to play with me (her campaign is full apparently, though I think it's more because I was the tester so I already know how it ends and she doesn't want that) I just googled "play DnD online" and google said to make an account on this website so here I am. As such, I'd be totally down for roleplay-only sessions and would probably need help with the actual numbers and stuff. I don't know what I'm doing in that regard. I recently started playing Baldur's Gate 3 and I'm pretty bad at it, so if that's any indication, yeeeah... A helping hand is needed on that end. But I am very experienced co-developing narratives. I've learned the dos and don'ts when it comes to two minds crafting a working narrative together after years of experience. I'm very good at "making it work somehow" when it comes to incorporating other people's wishes into my creations. I love connections and my biggest passion is tying together different events/characters/etc. that were created by different authors. 3 words to describe yourself: Flexible, engaged, passionate Your expectation of your DM: Leniency when it comes to not understanding the game. I put a lot of energy into my characters, I love them, I want to connect them to the world and to other characters and watch their impact on the world through one piece moving another and see all the ripple effects from their connections. As such, I don't think it'd be a very fun time for me if things like "Well, you were unlucky and didn't build your numbers right so now your character is dead and none of the twists we had planned for them will ever happen and none of their secrets will be revealed" are the norm. I'm here for the story. To be a part of it and experience it. I wouldn't even mind if there were no numbers involved, but I understand it's part of the hobby, and I'm willing to learn how it all works but I would still love a DM where the narrative comes first. Why should the DM choose you: If I am what they're looking for. If I'm a bad fit, no big deal. I'm the player who will have 20 questions about your homebrew world, wanting to build a character that fits in it, that's connected to the NPCs you've made. I'm the player who will take your input into consideration when designing the narrative around my character, basically wanting to create it together. I'm not the player who can just be tossed into the pot and be ready to go, however. I'm the least independent option on the market probably. I don't hold my own. I know nothing.   (I don't got this stuff nailed down yet, as there might be stuff you have in mind that you imagine to be fun for a player to make use of. Bloodlines important to the plot, the NPCs, etc. But I will work with what you've given in your post and cook up something. But we might scrap this character entirely and make one together instead. Up to you) Character Name: Jed Greenrunner Race/Class: Human Ranger Origin/Backstory: By all accounts, the Greenrunners were a middle-of-the-road family in their community. Religious mother, trader father, a decent set of kids. Enough to have a few spares, but not too many not to try and make something out of each of their futures. For little Jed, the youngest, magic and the arcana was in the plans. Until the Geomancer who'd promised to take him under his wing once he was old enough got swapped up by the authorities, sent to the front lines to help raise the wall, and then got promoted to a standing too high for him to ever return to the unremarkable community. And he was not the only one. Growing up, Jed saw the numbers of people in his community shrink year by year. The new wall needed to be manned. Able-bodied men, such as his father and older brothers, didn't have much of a say in the matter. Those with even a hint of affinity for healing, such as his mother, became valuable resources to fill the shoes of the more qualified who committed the mistake of being skilled enough to draw unwanted attention from the enemy. They took the food first. The soldiers needed rations. Then they took the farmers. They needed soldiers. Jed grew up bitter about the future that had been ripped away from him, but always a bit unsure of who his bitterness was directed towards. Without enough manpower and resources to farm the lands, the dwindling population of his hometown turned to simpler methods to feed themselves, and hunting became a mandatory survival skill. Instead of studying the books, Jed ended up studying the mud. Learning how to track and how to trap. He was no master at the craft by any means, lacking the passion for it, his heart and mind having been set on something else from the start. But he was decent enough to survive. And eventually found himself one of the only options the locals could turn to for food. Though he was still young, Jed should've been drafted long ago, had he not developed excellent stealth skills in order to avoid such a fate. As one of the few young adult males left in the now tiny, struggling community, Jed wasn't surprised he was the first the couple came to after spotting the scarred and intimidating owlbear, wandering dangerously close to the half-abandoned town. Never one to take unnecessary risks, Jed's handling of the situation could be described as a precision one-shot from the shadows. Only, this was one of those times when question's first really should've been the approach of choice. As it turned out to not be an owlbear, but a Druid. An old warhero, on top, finally returning home to see his family. Who were all rightfully devastated. The charge of murder is tricky here, as there was never an attempt on Jed's part to take a life in this manner. Still, the Druid had not acted aggressively, and there were upset loved ones to consider. As such, despite it being an undisputed mistake, Jed's fate was sealed. Stealth couldn't get him out of this one. But as he wasn't exactly a bloodthirsty killer either, shame to waste a young man in his prime. Jed wasn't ruled as a danger to his peers. No need for him to spend his life in a cell. Not when men of his kind were needed on the wall. And this was as good of an excuse as any to send him. This is all very generic with the intention of being flexible, open for additions and connections. The Druid likely had friends at the wall, the Geomancer in that high position might've remembered his abandoned apprentice and helped Jed not end up at the most heated stretch of the wall, etc. Character Image: I don't know how this works. Am I allowed to just steal anything from Pinterest? I can't draw.