
Link to: MASTERS OF ARRAKIS BEGINNER FRIENDLY The beginning is a very delicate time. Know then that it is the year 10181. The Great Spice War is over but the results still echo in the halls of power. At the behest of the 81st Padishah Emperor Shaddam Corrino IV and the Guild, House Harkonnen has been ordered to offer subsidiary spice harvesting franchises to 5 independent houses of the Landsraad. To ensure a smooth transition, Emperor Shaddam has mandated that the Harkonnens train representatives from the selected houses so that they can be trusted with spice harvesting operations. For the Harkonnen’s part a few minor franchises are agreeable as it is a clear opportunity to free up resources while still collecting a substantial tax tithe. For your House, however, the allocation is substantial, hinting at the possibility of dark intentions and the plots of hidden enemies to discredit, displace or possible destroy your House. Though lucrative, control over the spice mining pales in comparison to Arrakis' governance, a prize the Harkonnens refuse to relinquish, but then Harkonnen are not ones to let any power or wealth slip from their grasp… As always and above all else... The Spice Must Flow. This game is based on the Agents of Dune campaign setting, as such it is Diplomacy, intrigue and conflict heavy.
Think of it like much like Game of Thrones in space. Game: Masters of Arrakis System: Dune: Adventures in the Imperium Group type: Online w/voice. Experience: Beginner friendly - everyone is welcome. Schedule: Fridays 7PM, 7PM EST, Weekly. Session Length: Session will generally run 3-5 (aiming for 4) hours at the same time every week Group Size: The intended group size will be 4-7 players Game style: This will be a long running game. Minimum 25+ session Flexible depending on what the players want but the baseline expectation is heavy Roleplay and Intrigue oriented with decent amount of combat and puzzle-solving. As a GM I'm extremely flexible and will be using some collaborative tricks to help develop them world and the intrigues. The campaign itself has a specific chain of events starting with a very linear feel before eventually widening out into an increasingly more sandbox style and the players are slowly introduced to the various game styles and world dynamics. Themes: Family & Tradition, Coming of Age, Nobility vs Necessity, Honor vs Betrayal, Power, Corruption, Intrigue & Politics. Destiny vs Fate. Mood: Beginning: Adventurous and Dynamic Middle: Treacherous and Dangerous Ending: Melancholy and contemplative Anything else: The game will be dealing with potentially complex and adult themes please apply only if 18+. This game will require payment to the Game Master at a rate of $18 per session, per player, via StartPlaying. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.