
You play Vatcha, magical Items like Stormbringer or The One Ring. Incredible power that falls into the hands of wielders who soon lose their ability to resist the will of the immortal item of power. These are sentient items that crack the face of destiny and send the best plans of man and gods scattering. The problem in breaking Destiny is that you don't know what Destiny originally held in store. We will being with the game of epic stories told in a single session: Microscope. We will chart at the course of the 7th Age. We will know their struggles. Their heroes. The rise and fall of their civilizations and legends. We will decide what Destiny determine the fate of the world would be. And then we will tear it from its hands and render asunder that which should have been. Further sessions will be played using the game Wield, a rules light game that follows the machinations of the immortal Vatcha (each played by a PC) and the wielders (a second, disposable character played by another PC) of these items. As the Wielders die or pass into legend, time will leap as we move closer and closer to the End of the Age and the fruition of the goals of the Vatcha. By the time we are done, what should have been will be a smoking ruin. The Vatcha will have struggled to achieve their immortal goals while their Wielders try to keep their grasp on their own will and, perhaps, to destroy the Vatcha that control their lives. I'm looking at a summer session, done in the afternoons. I'm thinking Mondays, though I'm flexible. I'm a teacher who rehearsals and performances many evenings but my days are pretty free. This means that people in massively different time zones may work well into my schedule. Time Zone: Central Daylight Time (CDT). GMT -5 Chicago Time Preferred time: Noon or thereabouts. When we have some interested people, we can see if we need to change times. I can start as late as 3 but then I would have to leave by 6:30 most nights. Player Types: Wield does best with players who are capable of playing something with long terms plans and also someone else who might be trying to cause problems for that goal. I'm an RP heavy GM and enjoy setting up things so that proactive players are able to go wherever they like. To Apply: Drop off an idea for the Item (which can be the standard kinds of things we see in this kind of fiction or even a bit stranger. I've had someone play a Palanquin and a Caravan is used as an example in the book). These things are VERY powerful. It has a few Domains over which it will have power and the more power it gives to its wielder to use, the more control over that wielder they give up. Let me know what this thing is and what it's goal is. Have fun, go epic. This would be a summer campaign. I'm a teacher who has his days off. <a href="https://app.roll20.net/lfg/listing/47764/wield-shattered-destiny" rel="nofollow">https://app.roll20.net/lfg/listing/47764/wield-shattered-destiny</a>