Hey Jesse, I noticed your post from a bit ago about getting into Tabletop and worried about the barrier to entry (which is definately a thing). I help run a campaign called "Guild Living" which works pretty hard at taking down as many of those barriers as possible for new players. Pros: 1) We don't expect players to show up. We all know that dedicating every X day of the week for Y hours is a pretty strong commitment to make. Our games are 'show up when you can' style. We only ask that if you start playing a session you allocate a reasonable amount of time so you can finish that session 2) We are very new-player friendly and community oriented. We communicate mostly through a skype group with around 65 members that help people get started and answer questions in a, sometimes strictly enforced, non-judgmental environment. 3) We provide links to all materials. There are a ton of material for the different systems and we give people free access to a compendium that is a search engine for the entire edition. 4) We play DnD4e with a group of a bunch of different DMs so you, as a new player, can experience a bunch of different styles and see what you like. Cons: 1) We play DnD 4e with a bunch of different DMs. There isn't a ton of consistency between games from a story perspective and there are those that really dislike 4e (I'm obviously not one of them :-P). 2) We start off at 5th level which can seem a little daunting for new players. Our early adventures are designed for new people, so don't worry about getting crushed. We also have a 'complete mulligan' rule in place for the first few levels so you don't have to worry about picking something out and then finding you don't like it at table. If after this giant wall of text it seems like something you want to try out, toss me a PM and I can either invite you or answer any additional questions.