Hello, hello! I'm an experienced storyteller looking for a game to play in -- hopefully one that's more RP, character-focused, or story-driven than a super combat heavy game. That's not to say I shy away from combat -- I just think that the most interesting parts of D&D and tabletop roleplaying games are the events that make up the story. I'm more than comfortable with going a session without getting into one random encounter or combat, just as I am willing to buckle down and fight hordes and hordes of enemies -- as long as it makes sense from a narrative point-of-view.  With that being said, I like to think of myself as a pretty easy-going player at the table -- you won't find me nitpicking rules, meta gaming, or trying to disrupt the game with ridiculous shenanigans... like setting a village on fire "for the lulz". And while I'm easy-going, I do bring a good show of effort and cooperation to the game -- I'll do my best to do my research beforehand, have my sheets ready, and understand the world and setting that we're in for every game. I'll work with the GM to make sure my character fits the setting and will even offer suggestions that I think might work to make the world more interesting-- I'll even help design characters, plot points, or mechanics, if that's requested of me!  While I'm mainly looking for a D&D campaign, I've heard good things about The World of Darkness and it's potential for story-heavy games and am  willing to learn it -- the only issue is that I don't have any experience at all with WoD and will likely need some more help with it than I would with D&D. I've also included a modified application below that I've used in the past -- just so you get a feel of what type of player I am! Thank you for reading and I hope to hear from you soon. Player Motivation (AKA: What are you looking for in a game?) I want to explore a storyline – yours, mine, the other players’… the story and the character arcs are what I’m here for. I have really wanted to play a story-focused, character-driven, RP-heavy campaign. Most of the D&D games that I’ve joined in the past are more combat-driven than what I’m looking for. The combat-heavy games generally devolve into a bunch of people waiting around to roll dice, essentially. Too many DMs try for the “Video game” feel of DPS, tank, heal, etc, etc. I don’t feel that tabletop games are suited for heavy combat mechanics. They’re too slow-paced, your turns take too long, and there’s really no spectacle. I mean, combat from time-to-time is good and all… but I’ve had sessions where we’ve literally sat there and went through encounter after encounter and didn’t even move anywhere from a narrative standpoint. I want combat to have meaning instead of “XP!” “Numbers!” “Huzzah!” I’m not looking for a power fantasy – I don’t need to feel like an unstoppable god or even a hero. Hell, I’d love it for my character to make a decision with the best of intentions and have it blow up in his/her face and hurt a whole bunch of people they care about. It could make for a very compelling story if executed correctly. What is your Tabletop Experience? I’d say I’m quite familiar with the D20 system. The bulk of my experience with tabletop games is 3.5 and Pathfinder. I’ve also play a few games of 5E, but not to the extent to which I’d like – I know about the changes from 3.5 to 5E, but I’ve not done what I would consider a long or decent campaign yet. What types of Roleplay are you familiar with? (e.g table-top, L.A.R.P., online gaming, private server RP, etc.) Years of Forum Post-by-post RPs, one-on-one via instant messaging RPs, and a few intense table-top RPs. I'm also a writer as a hobby. Storylines, character development, and TV Tropes are my bread and butter. How long would you like this campaign to go on for/how long can you commit to it? I can certainly keep this on my calendar as a long-term commitment. But we shouldn’t drag out the story too long to the point where you run out of ideas. Just keep things fresh and play it by ear in terms of “when it ends”. To what extent is rule-lawyering allowed during a game? Personally? I think rule disputes should be handled within 2 minutes in an emergency and outside of game time otherwise. Rule 0 is that the GM can do whatever the hell he/she wants. If something is glaringly wrong and a player can point to a rule in the rulebook right then and there, then they can do it. If the player cannot sufficiently argue his/her case within 2 minutes, they can take it up with the DM after the session or before the next session for future incidents. I mean, c’mon. We’re here to have fun, not to argue semantics. At least real-life lawyering, you get paid. Here you just look like a jerk.. Are you okay with the thought of trying a fairly okay amount of house rules or are you super stuck with vanilla rules only? Rules are only there to offer structure to a world and give cohesion to the setting you’re trying to get into. As long as the amount of rules aren’t too stifling or the severity of the rules too strict, I’d say go wild. That applies to both vanilla and house rules, by the by. Type of character you generally play or like to play. I play all kinds... Usually faceted characters whose personalities may change throughout the story. I've played... A veteran whose psychological defense against the horrors she's seen in war was to go out to seek out even -more- glory and bloodshed after the conflict was over (so a Blood Knight Trope, one who treads dangerously close toward being evil because of her methods, in spite of her largely good intentions), a street urchin thief who dreams of running her own guild (and finds that the cost of such a dream to be very, very bloody), a wide-eyed Idealist who wanted to be a hero yet ended up working for a monster (and could not terminate his service for it would mean the abandonment of his brothers-in-arms in a time that every man was desperately needed)... These are just a few of the archetypes I've played. I like playing complex characters with strong, admirable (if not outright noble) motivations whose flaws get in the way of achieving those goals cleanly. In the above examples: The Veteran waged war to bring peace to her lands, but after the war was over, she could not unsee what she had seen nor undo what she had done so she could not enjoy the peace she fought so hard to claim. The street urchin wanted a family to call her own -- to look after the other street rats in a Robin Hood-type fantasy. But her vision was too idealistic. The world of crime is hard and tough and many people want many other people dead when others threaten their power... And that's not including what happens when the authorities come to crush the little operation you have when you gain too much notoriety. The Idealist who wanted to be a hero believed that joining the order of Knights that saved his own life when he was a boy would be the best way to do good in the world -- but his commander became overzealous and began to commit war crimes in the name of peace and none of the men in his company dared rebel. A soldier wasn't a hero and the Idealist was trained to be a soldier, not a hero. And notice how I as I described them, I don’t even make a reference to their classes, their races, or their alignments. That’s because I believe a character is more than their class, race, and alignment. They’re people with their own personalities and motivations. I think approaching a character in this way leads to more dynamic, realistic, and interesting PCs in the RP world.