General Info The Living Guild is a group of 140 players and 11 DMs playing D&D4E. We are always looking for more people as the more people we have the more games that get run, the more games that get run the more people want to play. We are always looking for new player and new DMs. With a community as big as we are and as focused on new players we are able to give a lot of guidance and help to players both new to TTRPGS and coming back to the edition. Players start at level 5 and are given all the tools they need to make their character through a free downloadable program called the Portable Compendium which gives them all the information they need to make a character (although new players benefit heavily from reading the PHB which can also be provided). What days/times do you play? That is completely up to the individual DM. The 10 current DMs run games at radically different times of the day and week and with varying frequencies. While none of these are set in stone, here are some example run times from an example week (In my time zone cause I'm lazy and that's how I remember things): Monday 3pm EDT Tuesday 6pm EDT Wednesday 1pm EDT Thursday 8:30pm EDT Sunday: 3pm EDT So what's a "Living Campaign" and what is so good about it? Living Campaigns are ones where a lot of stories and plot-lines are loosely connected by a core principle of adventure and some basic rules which the DMs and players abide by when running their sessions. Living Campaigns have games when the DMs are available and players who are of the appropriate level are available. This means for the DMs and players there is no scheduled time commitment (For those of us that can't do 'every Thursday' games), a ready supply of players, and a lot of freedom to do your own thing. While some of the games are one-shots in nature, many of the games will carry over story arcs, putting Living Campaigns into the niche between "one-shots" and "Ongoing Campaigns". For Players: Glad to see you are interested! Everything you will need to play (books, guides, etc) will be provided once you join. You will never be required to show up to any game nor will you be pressured to DM. Once you are added to the campaign you can browse the resources and guides to get your character ready whenever you have time. The Guild has a multi-step process to help guide you from not knowing anything to having a character fully built, getting DM input along the way. It also has a newly added video walk-through to help those who might need more specific guideance and are better suited to visual learning. For DMS: So you want to be a DM? Awesome. You are a hot commodity indeed (At least that's what the ladies say) ! One of the downsides to being a DM though is that people expect you to know everything about the game, make interesting adventures off the top of your head and be able to manage a room full of cats with ADHD effectively. Yeah, but I know literally nothing about 4e... That's perfectly fine. We aren't going to throw you in front of a bus and/or stampede of oncoming players. People interested in running games are first integrated into the guild with the new players so they can get a good feel for the style/group/system. The veteran DMs are very responsive to questions and can help get you from starry-eyed noob to grizzled veteran in a relatively short amount of time. Why would I want to DM again? Once you are a DM you get some special perks, including an increased chance of playing if you are running games frequently, and the ability to run almost anything that you want to run. The campaign is designed to be very open-ended so we have sessions that take place in Forgotten Realms, Athas and Eberron side-by-side with games that take place in custom worlds. As a DM you can also run and play at times that fit your schedule and with 100 players from Hawaii to Finland the chances are very good that people will show up to play. For some they use this as an opportunity to stretch their legs as a DM, tell stories in a non-committal way. Some people use the guild as a testing ground for encounters in a campaign (I know I did when I first started) and some are looking to build epic years-long story arcs leading towards an ultimate campaign goal (what I do now). The structure of the guild means that you are able to try any and all of these without worrying if you will have enough players / enough time / be able to commit to a more standard 'every sunday' approach to tabletop. If you are interested check out our posting on LFG: The Guild Living Campaign If you have any further questions feel free to ask and myself or one of the other DMs will address your comments and concerns in the order in which they were received.