Hi there *waves* Alright, here goes :) We will be playing a semi-Supernatural-style setting (so Ghostbusters
but serious) weekly - on Saturdays for 4-5 hours starting at 7 PM CEST
(or 10 AM PDT, or 1PM EDT according to this: <a href="https://www.worldtimebuddy.com/?pl=1&lid=2950159,5368361,5&h=2950159" rel="nofollow">https://www.worldtimebuddy.com/?pl=1&lid=2950159,5368361,5&h=2950159</a>). FU is very easy to learn, I would compare it to a mix between Dungeonworld & Fate but more rules-lite. You can find the official page here: <a href="http://perilplanet.com/fu-rpg/" rel="nofollow">http://perilplanet.com/fu-rpg/</a> or my 'condensed' version without all the optional stuff here: <a href="http://perilplanet.com/fu-rpg/" rel="nofollow">http://perilplanet.com/fu-rpg/</a> (literally 4 pages). Questions? Just pm me. While we will try the roll20 inbuilt communication system, we will use skype as a backup. Voice is mandatory, video is optional of course :) Newbies to roleplaying and of course the system are very much welcome as long as they respect every other player (including the GM) and their time. (Characters, specific starting point etc. will be decided during the first session) Check out the link for more information about my GMing style (and of course, in order to apply) :) At the moment we're thinking of starting the group out as a 'TV Crew' that is doing 'Paranormal Investigations' and one day they come upon an actual, real life case... Why are ghosts suddenly a thing? Does salt actually work against them? Do we talk to them? Are other things a thing that is a thing? Etc. :) <a href="https://app.roll20.net/lfg/listing/78640/paranorma" rel="nofollow">https://app.roll20.net/lfg/listing/78640/paranorma</a>... About me as a GM. - 16 years of experience GMing - starting with White Wolf, D&D 3.5, D&D 5th Edition, Numenera, Apocalypse World, Dungeon World (I think you can see the trend here) and some minor dabbles in other systems like Fate, Burning Wheel etc. - Tone: While life has its own kind of humor, my campaigns or short one-offs won't ever go down the route of constant slapstick humor. Try to treat your character and the things around them as 'real'. - Rules: There are few enough already, please abide by them. I firmly believe in the social contract and good faith effort. - If you want to have something in the campaign, just ask. Want to explore old ruins with dangerous traps in them? Want to get to actually use that fancy new weapon of yours? Want a courtly intrigue for a change? Just ask, and thou shall receive :) However, games of mine will also never be very combat centric unless the party deliberately steers it that way... Meaning yes, things can be solved via combat, but I'm not going to scale things down just so the party survives (even a Jedi can't fight all of Coruscant or something... you know?) - Trains? Rails? Not my style. If you are looking to experience a hand-crafted story made by yours truly, I will only disappoint you. I present interesting situations and cackle madly with glee as everything develops from that (consequences - bad AND good! - are a big theme in my games). Things may be going on in the background, NPCs don't just freeze whenever the group is away and - madly but truly - an NPC might get annoyed, not have time or be otherwise occupied and unwilling to play 20 questions at the time. Also, some things may be unfixable. Who knows? I certainly don't. :) (To learn more about my style of GMing, please check out the listing forum)