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[GMLFP] Thursday nights EST 10pm ish: Open to trying to run a number of systems, new players welcome

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Edited 1448112156
Greetings.  I made a similar post earlier but realized after I had posted that the title I had selected didn't represent the content of the post well.   Post Summary I'm looking to run a non-D&D/Pathfinder game and was curious what game would be popular with the community.  Options include, in order of willingness to run them, Savage Worlds (including settings like East Texas University, Deadlands, Deadlands Noir, Hell on Earth, 50 Fathoms, Necessary Evil, Interface Zero 2.0, Broken Earth), Dungeon World, and Mutants and Masterminds 3e.  Let me know below if you would have any interest in this and which setting/system you'd prefer. Choosing the System As the DM of my local group and someone who constantly gets conscripted into DMing at the local game store, Roll20 has given me a chance to actually be a player.  For better or worse, however, Roll20 is heavily biased towards D&D, meaning I got to play a lot (yay!) but I don't get to play other systems that interest me (boo!).  However, I know how frustrating it is to read these forums and see people begging for a GM rather than just running the game themselves.  So, I'm putting myself out to GM a game other people would like to play. While I am familiar with all the systems I've listed, I know none of them as well as I know D&D5e.  Now, I know if people are well-versed in a system's rules, a new GM can be frustrating.  But I promise, I learn quickly and do put effort into making the games fun.  You just need to be willing to forgive my mistakes.  So, let me know below which setting/system you'd be interested in seeing.  Depending on what we pick, I may run established modules (especially in the early going) before getting into homebrew. Getting a Group Together I have a job that is not 8-6 and can ebb and flow, getting super busy without warning.  As a result, I may miss a number of weeks in a row and then be able to run the game a number of weeks in a row.  In other words, this game isn't guaranteed to run consistently.  My inclination is to get a larger group together (upwards of 10) so that players can have some flexibility where they can miss a session without the session being unable to happen.  If you can come one week, great! If you can't come, that's fine! Just drop in during the next game.  However, I know some people are totally against this so this is open to discussion in this posting. Group/game just not doing it for you? The only thing you owe me or the group is a notice saying, "Thanks, not for me!" Communication I don't have a preferred method of communicating throw the game.  I've had good luck using Roll20's native system and have used Skype, Google Hangouts, Discord, and Teamspeak.  If you prefer text only games, I'm ok with you communicating with the party through text as long as you can still hear the group chat.  I'd even be open to the discussion about a text-only game, but I have had terrible experiences in those. Any other questions? Post below and I'll try to answer
I've had a couple people contact me about the game being Mutants and Masterminds 3e but have also had someone contact me about co-DMing a Savage Worlds or Dungeon World game.  So I'm going to go ahead an limit the focus to those games now.
I'm the opposite really.  Haha.  My Mutants and Masterminds DMing would probably have a lot of mistakes in it.  
Zen's post on the other thread led me here.  I like both M&M and Savage Worlds quite a bit, and am familiar with them both.  So another +1.  For Savage Worlds, I'd jump at the chance to play one of the weird west type of settings (Deadlands, Sixth Gun), or something simply inspired by them.  I am also extremely comfortable with the new GM stuff in Brian's OP, and am happy to help out however I can.  I have experience running both of these systems.  Like Brian, my work is pretty flexible, but has spikes of busyness (I'm a professor).  The only place where I probably part ways (and this is just my opinion, so take it with the requisite grains of salt) is about group size.  I have a distinct preference for smaller gaming groups online.  I don't know if it's the lack of verbal cues or something, but I find that anything more than 4-ish players gets really unwieldy, leading people to fight for spotlight time.  I'm really interested, please keep me posted and feel free to bounce ideas off of me or whatever if that'd be helpful.
I agree in vacuum that a smaller group is ideal. My concern is just the high attrition rate on here mixed with my potentially volatile schedule making it hard for a game to stick together. I have a horde of the Dragon Queen campaign where I signed up 16 people and 6 never even filled out a sheet and then all but 3 quit within a month. It happens. But yes, I agree with you if the group is solid smaller is better
I'd like to try Deadlands if I was taught I also wanna try MnM I'd love to be a superhero akin to Twisted Fate.I got decent schedule to work with. 
I should start defaulting to just typing "what Zen said, +1."  But, basically that.  These all sound cool and fun.   I'll admit that the idea of Marshals hunting down hard-bitten criminals and the American West equivalent to Dracula has a hell of a lot of spice to me.  But, that's just my personal preference.  These all sound neat to me, and if there's one or two that jump out and grab you the most Brian, then I'd say go with that one.  
Just in case anyone is interested, this related LFG posting is also on going:&nbsp;<a href="https://app.roll20.net/lfg/listing/35539/lets-pick-a-game" rel="nofollow">https://app.roll20.net/lfg/listing/35539/lets-pick-a-game</a>