
I am not the ST (DM) for this game. The game is a potential spawn from another posting, here is the ST's list of requirements for a person interested in playing: Ok, everyone that is still interested needs to speak up now. Here is what I need to know at the moment: 1. Are you willing to seriously commit yourself to roleplaying, meaning that you won't behave in a disruptive manner (otherwise I'll kick you out so fast you'll think I was the Flash) and will make an effort to pay attention when creating your character, and roleplaying him/her to the best of your abilities? If you can't manage this, maybe this isn't the game for you. You only get out of roleplaying what you put into it, and even one player's lack of motivation can certainly hurt the entire group by breaking immersion. 2. Which setting would you prefer? Your options are Dark Ages Mage and Mage: The Sorcerer's Crusade. 3. Which of these campaign elements interest you the most? Action, exploration, intrigue, mystery, history, horror, high fantasy, something else? There are no right or wrong answers here, it's merely for me to get a feel for what kind of a game you'd personally enjoy participating in the most. 4. Which session times would suit you best? To make matters less complicated, express your preferred time in Coordinated Universal Time (UTC). Here is a handy converter for your convenience: <a href="http://www.worldtimebuddy.com/" rel="nofollow">http://www.worldtimebuddy.com/</a> I need at least 3 dedicated players (ones that can actually show up to sessions and won't quit mid-session because they got a bit hungry or because their girlfriend needs them for whatever reason...) and I'm willing to run a game for up to 5 or MAYBE 6 at most if you convince me you're serious (mages are rare, and the more players there are the less time each character will be spending in the spotlight). Unexpected departures are understandable, but if you are habitually unreliable, the game will quickly fall apart. Unlike many GMs, I take pains to involve every player in the storyline and make the story about YOU (this is why I don't write up much ahead of time except in the broadest sense and why the Storyteller system suits me), as I feel that this makes for the most fulfilling roleplaying experience. I've played too many games in which the GM couldn't even be bothered to learn the player character's names, let alone their personalities and goals, leading to miserable sessions. I will not treat you as a collection of attributes blundering his/her way through my preconceived narrative whilst being essentially faceless and superfluous as long as there's enough warm bodies to keep the game going, but rather as a hero of the story, or at least a protagonist. However, this is a double edged sword, as it requires the players playing these pivotal characters actually be present for those sessions which strongly feature their characters - if you're not there, the story gets all kinds of messed up (imagine what would've happened if Luke Skywalker just wasn't there for the climactic scenes in Empire Strikes Back and Return of the Jedi, and you'll see what I mean). Bear in mind that choosing to play is a commitment to your fellow players, who will lose a lot more than your sword hand or healing abilities if you up and quit mid game, and my efforts to incorporate you into the game will have been wasted... also, I may get angry. You don't want me angry. Just a heads up!