Expectations: A GM that will allow us to run amok as a band of brothers, with no individual enemy or allied (or neutral) NPCs with more than 10 total class levels in the world, and monsters of lower CRs being encountered just as frequently at higher levels as lower ones, and monsters of higher CRs being encountered just as infrequently at higher levels as lower ones. No multiclassing penalties. The GM must be experienced with the rules of D&D 3.5 edition, pre-splatbooks. If you are not a Roll20 guru, "Theater of the Mind" is preferred; if you're excellent with utilizing maps, tokens, etc., then we'd absolutely love to include them! Materials allowed (GM and players alike): The PHB, DMG, and Monster Manual, all in the 3.5 edition of D&D. Rules can be altered or discarded, but no homebrew or other books are allowed. Characters: A human cleric/thaumaturgist (and his planar cohort, a ghaele hierophant), a human wizard/loremaster (and his pseudodragon familiar, which has a copper wyrmling cohort and some loyal lantern archon followers through leadership) with a pet stone golem, a human druid (and his huge viper snake animal companion), and a half-elf rogue/fighter/sorcerer/arcane archer/arcane trickster (and his cat familiar). World theme so far: Serious tone, with lighter and more descriptive, scenic roleplay aspects than outwardly social, internally conflicted, or dark/gritty aspects. Generally, the brothers are pretty quiet, since they understand each other well. Similarly, we, as players, know each other well. We're interested in a GM that won't have any issues saying "yes" to the players, but who focuses as much on preparation and roleplay as improvisation and combat. The main antagonist so far has been left vague in almost every way. Sebastian (me) and ElderEye think it's a fallen solar angel that got level drained and lost caster levels. Dev thinks it's just a human wizard 5/red wizard circle leader 5 that uses circle magic. Whatever it is, it's been determined that it's definitely not as straight-forward powerful as us, but it's manipulative and stays continually out of reach (obscured from divination-type spells), so we haven't been able to get a real clue of how to stop it from corrupting the cities we've already corrected multiple times. We willingly (without being intimidated or persuaded) work for a lawful neutral great wyrm black dragon (shown in the campaign picture) that isn't on anyone's side; we're mercenaries that have switched sides in a war multiple times, much in the way the dragon has avoided taking a side in the dragon war that's keeping the lands busy. Though, I think almost everyone in our merry band is neutral good (or one step from it). The idea for this campaign was that we've recently finished up on the material plane and we've started traveling across the planes to get to the root of that thorny antagonist metaphorically stabbing into our sides. Final notes~ • We'll welcome additional players besides the GM, but it might bog down the game. • We do not interrupt each other. We live in the same house, and play in the same room, with more players than computers. We've learned to be polite to each other to keep things moving smoothly; a maximum of three of us players will be typing at a time, and the rest will prepare their turns. • We'll describe our actions in-detail, which does make things slower. However, it furthers our immersion and makes the game a lot more valuable to us. We're wanting to play on the second Sunday of each month. Sometimes our internet has issues and we will be late to the session, without previous warning. We will show up, and it shouldn't be longer than a 15 minute wait for any given disconnection. That's our advance apology; we appreciate your patience. • This game is for the GM as much as for the players. You'd be our referee, our storyteller, and our guide. However, the rules are there for everyone to have fun; we like to allow touch spells (including Harm, Disintegrate, etc.) to score critical hits. As another example, we track encumbrance, not because we want realism, but just because we like to, and we like when enemies have to worry about encumbrance as well. "How much can my charmed ogre rogue buddy carry?" was a fun question to ask, way back, though we were level 4 at the time. • Following that last note... We do votes on rules, and the GM counts as 1 vote just like everyone else. That being said, every vote so far has been unanimous (including the vote of the GMs). So, we don't expect that it will be a problem. • Probably the most game-altering thing on this list: We replace any and all XP costs with an equal amount of gold. Furthermore, spells components with a listed gold cost are divided by 5 (divided before XP is converted and added to the gold cost). Magic items take three times longer to make. • Last of the last, but not least of the least: We create and control our own cohorts/followers both in roleplay and on stat sheets, and check over each others' sheets to make sure no one is too powerful or tasteless. We, as players, get very invested in our cohorts and followers, and don't like seeing them hurt. Our attachment doesn't extend to all of our PCs, but out-of-character, we really enjoy NPCs, so please don't senselessly kill them. To us, once you've said it's done, it's done. Unless something uses Resurrection or something, that villager you just said died, is gone forever.