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[LFG] [PF2e] [5e] [FREE] Rp players looking to find a long term game on Monday,tuesday friday-sunday

Hello Everyone my name is Matt or Panda is well I go by, and Im trying again to get a group going as not having great luck as usual. Legit just came from session 1 in a brand new campaign where our dm decided to TPK, not giving us any clear introductions, chances to bond with the Pcs, let his DMPCS Do all the talking, then throw us in an unwinnable fight against 4 planetars, 2 assassins and a bunch of tentacles at Level 6 (Yes this really happened and I was just blown away at the sheer confusion, and was never mentioned it be this sort of campaign) I'm 30 He/him LGBT Friendly on GMT timezone but I'm a night owl so I am perfectly fine starting super late for me as I do not currently work and  looking for a game as I have had some really bad luck and personally it been getting to me  (To prefix this I am not looking for a paid game of DND sorry it's something that I've had a few friend's have bad experience with) For 7 years I been playing DND 5e and PF2E for about a year and not once have ever done a full campaign to completion so I'm looking for some new friends to Play a RP campaign    Everything from meta/powergamers, bullies, racists , bad dms I seen it all during my time , and it has gotten to me almost made me not want to play this game anymore  I am willing to play practically anything I have also DM a Campaign before & done a few one-shots. I like to think of myself as someone that commits a lot to roleplay, and planning, in campaigns, if I could pick a personal weakness of mine, I say solving puzzles would be my weak point. I like to say I am pretty witty and love getting into Character quite a bit through the campaigns I had played in and Dm, I am more used to something akin to 60/40 or 70/30, but do not mind more campaigns being Combat heavy. Whilst I am GMT, I am a night owl so Est, CST Times work perfectly for me. And I am welcoming for either joining a 5th edition or a Pathfinder game I have a couple of Character Concepts in my head some I wanted to fully go through a long campaign in. (Each I have written up Backstories on google docs) Tiefling Levistsus Artificer Battlesmith/fighter Half-Orc Rouge mastermind/Genie warlock Dragonborn green Shepperd druid Assimar Kensei monk Dragonborn Rune knight fighter Tabaxi Oathbreaker Paladin Forge domain Cleric Goliath As for PF2E Im super flexible only ever playing a Magus Before & a swashbuckler for one session So I'm very interested to play Aasimar Swashbuckler Tiefling Inventor Dwarf Fighter Human Ranger Minotaur Barbarian Lizardfolk Cleric
Sorry you had to go through something like that.  Sometimes it seems like people take their approach to RPGs to fit either towards the concept of a "Story Mode" Adventure or a "Tactic Mode" Adventure, with some measures of attempt to find middle ground.  This doesn't specify the amount of combat, as both could vary this as much as they want.  It can be useful to figure out which direction people want to go between the two: Story Mode : A story mode tale is iconic for needing to drive up a strong sense of character development, to explore a given story.  Pushing in this direction, it can be important to have a character you are comfortable with, because the character will be so integrated in the story that there will be no means to swap to another.  A character's permanent loss would not happen, but it is common to instead focus upon the consequence of failure.  Defeat is a meaningful setback, either to the direct advantage of the antagonist, or to slow down the party with measures like lost resources or even lasting penalties on characters (which even its cure would be more setbacks).  While losing items is a common approach to such a defeat, there is also the simple approach of XP loss here, with a potential for down-leveling.  In the worst case, a TPK might simply end the entire campaign. Tactic Mode : A tactic mode tale is iconic for needing to drive up a strong sense of strategic development, to explore possible tactics.  Pushing in this direction, it can be important to not think of your sheet as a character, but as a unit.  Think of everything more like a turned based strategy, with a unit cap of 1.  A character's permanent loss would be frequent, but it is important to realize the truth behind its effect.  To play tactically, it is encouraged to not explore much depth of character, to have no lasting attachments to the unit you control.  As a result, that also means nothing is lost if the unit dies.  Instead, death is to the player's benefit.  Free of an active unit, the player is able to tactically choose their next.  Did your dragon-focused hunter finally bring down that dragon, only for it to rise again as one of the undead?  Take from its example, eliminate your ranger and replace that unit with a paladin skilled against such undead.  Are you faced with a concern needing a spell you do not have?  Sacrifice your unit, replace them with something that works.  You can even realize that you've spent your greatest resources for the day, your best magic, and simply eliminate that unit to replace them with one fresh and ready to go.  Death is your greatest resource, and you will use it a lot. Of course, people don't strictly follow these measures so directly, but it is a consideration of mindset in where to go with these things.  You may notice at this point that the difference is not combat, but death.  Is the story too important to allow its characters to be easily sacrificed, or is it a matter of tactics in taking advantage of character loss?  It can be important to measure which direction you would feel more comfortable with, to ensure common expectations when it comes to this subject.