Greetings fellow roleplayers - I am thinking about running a campaign on this site and would like to basically check for interest and potentially interview, well, potential players. I already have one player who is available Mondays, Tuesdays or Thursday evenings (GMT+1/Europe). The system would be 3.5e (no prestige classes, no extensions) with a few tweaks here and there (I will get to that in a bit), the world being pretty much classic fantasy with (hopefully) a few essential differences like my own pantheon - mostly to keep things a bit simpler, really. The characters themselves will be born and briefly start in the modern world of the future (about 30 years, nothing major). Its semi-post-apocalyptic. They will then be thrown into a different world and, depending on their individual motivations, try to get back home. This basically gives especially new players a chance to actually utilise their ignorance of game mechanics, the gods, magic, nature itself and the likes to roleplay their characters - though this doesn't mean I won't accept oldtimers. Note that God (the christian one, unfortunately) is actually real in the modern world as well My GMing preference is heavily on the story, npcs, puzzles and mysteries side of things. Combat will mostly be optional and I reward and prefer roleplaying before dicerolling. I need my player characters to have motivations of their own and seek out what they want in my world, I improvise a lot. Infighting/discussions (in-character) in the group are awesome , why would 4-5 random strangers want to do the same thing and go the same way every damn time? The campaign will be played on roll20 of course - voicechat will probably be done via a free mumble server that I have yet to acquire and test (this can't possibly go wrong). --- Rules and twists and stuff: (characters will be built together with me anyway, but just to give an overview of sorts) If needed, Maps will be made by the players during the game (yes) but are really only mandatory for dungeons, caves and the likes. This is mostly due to the fact that even though NPCs do their thing and there is an overarching plot, I try to steer far away from railroading and therefore do not know exactly where the player characters will end up. Or how. Starting Attributes will be 18, 14, 14, 12, 10, 8. Racial bonuses don't go over 18, but you can distribute those two points otherwise. F.e. If you want a Dex of 18 and also receive a racial bonus to that, you still have a Dex of 18 but can boost another attribute by 2 points or 2 attributes by 1 point each. Only Skills that are used can be learned on levelup (obviously lvl 1 skills have to mesh with the modern character background). Things that you want to learn about (f.e. local fauna and the likes) have to be taken as a skill on next level (DM's discretion). I will use cards to reward players for exceptional roleplaying or feats. Just a fun little thing that gives players a chance to counter the wrath of the dice lords for the most part, though higher tiers can also influence the plot ('I want this enemy to show up again'). Characters can fight offensively or defensively, giving an appropiate bonus and malus. Humans will have a harder time (socially) in the Fantasy world. this does not mean they will be thrown out of places or something (unless they behave like assholes, obviously), but it is a disadvantage I felt I should mention. Other than that, a lot of races not usually found among player races are fine and dandy with a bit of modification, so don't hesitate to talk to me about it :) I am probably forgetting some, but yeah, let me know here or via pm if you are interested. The player I already have will apparently be going for a ranger/fighter mix and I would very much like to have a cleric (has to be a monk in the modern world) and a sorcerer or mage type. Rest is pretty much a free for all. (okay, i would love a druid maybe possibly...) The party can be good or evil, this will be decided by the players as a group.