asking my one friend if sundays work for him, if it does, i am looking for 3 people for a game right now, with a 4th being the friend. The gamestyle i run is dnd 5e, low fantasy yet high magic sandboxy kinda game that is rules-interpretive. What i mean by that mouthful of a senctance is; "Sandboxy" means that i use modules, old homebrew campaigns that have worked well, and other ideas, to populate as much of the world around our start position as i can. If one paticular area, adventure, or hook grabs ahold of the group more than the others then the party can follow that line and ill just use that adventure, it will likely spawn other adventures based on what you do during it. Its sandboxy because you can decide the directon and not be dragged to Mordor out of the gate on-rails adventure. Frodo has no choice. Low Fantasy just means that for the player group i do not want to DM a game of a Free Spirit Undead Clerc, a half-stone giant Wizard, a Pixie Fighter, and a Dragonborn Monk. Races that are OK are the more humanoid like ones. Elf, Hobbit, Dwarf, Human, Half-Orc, and their subraces, Drow and Gensai can also fit with a good narrative structure by the player. This rule is primarily to make it easier to DM the group and have a story/narrative reason that they are together, and to avoid having to justify why *THIS* special unique skeleton is not to be slain on sight. If your a Dragonborn you look like a monster and should be treated as such. Your all but indistinquishable from a Sahquin or any of the other Monster humanoids. Orcs, Xvarts, and so on. These creatures exist, but as seperate societys from the Human worlds, and most often end up being enemies. High magic means that magic is frequent. People dont panic at the sight of a magic missle in the street. Large citys may have magical infrastructure or useful magical things, Like party wands that can be used to shoot streamers and colored lights when swung for example. Even medium towns and citys have clerics capable of magic, only the most remote of towns that are tiny will lack these things. Wizard colleges exist in large citys, with smaller ones having wizards that aprentice out the magic users there. Magic users arent super common, but its not hard to find people capable of low level magic. A merchant might have been arcane sensitive but never trained it, so he can do some simple cantrips and maybe a level 1 spell or two, but nothing major. Others would get alot of training. The world is filled with ruins of past civilizations and societys and their magical armaments. Magical traps are common in ruins, magical items dot the landscape to be scavanged. Magical creatures cause problems for human societys, The over-arching idea is that magic is basically everywhere. Lastly, the rules-interpretive bit means to me that i go with what makes sense. A fireball in an enclosed area will expand down hallways and such, we might even rough math it. Two people can attack one target and grant advantage without making direct use of the "Help Other" action. Yes, it devalues this action, but i dont care. Two men attacking with swords against one guy would be a tough fight. If a rule makes sense then i roll with it, if it does not, then i throw it out. Each situation is different and the rule can change based on the situation. We are all humans, we are capable of critical thought and reasoning, theres no reason to get bogged down in deep rule debates. I listen to game design and design theory podcasts and have taken classes on design of gameplay. I take those things into account when i throw out or change a rule. Trying to run a kinda Tradtional party of players that are easy to justify being together in a high magic setting where we dont get bogged down in rules and instead just play. If a rule is a serious problem we can address it outside of game. Tues and Thurs are best for me, but i can do most any night as long as its between 7pm EST to Midnight or so EST.