So I run a Tuesday night weekly campaign. The group is currently at three players, and we'd all like to fill that out.    The group is pretty laid back, but very cliquey. We each have monogrammed jackets as well as a secret language we've invented which you  will  be expected to learn. ( * Kidding * ) We're all at least twenty and up and have been playing together a while.  
        
        This campaign may run long term (6 months+). Depends how things go, yeah?   
        
         I try to keep a nice balance of roleplaying and combat, with 
an occasional dungeon crawl thrown in.  Things may become map intensive.
 As long as your computer isn't old enough to vote you'll be fine.   The group is currently miles outside of town trapped in a megadungeon in a bid to rob the local Dracolich warlord. Y'know, usual D&D. Introducing your character(s) might be tricky. 
        
         First session with the new blood will be a meet and greet where characters will be made, maybe with a one shot near the end. 
        
          About the Game:  
        Here comes the info dump, in 3....2....1....  *Inhales*   
        
        The setting is the metropolis of Caradoc. The longer lived 
races have kept the traditions of dungeon delving and dragon slaying 
alive, but time has moved on in fantasy land. The industrial age has 
come and gone, giving way to modernity and the Roaring Twenties! With 
Elves!  
        
        All the 20's tropes are yours for the picking; hard-boiled 
detectives, G-men, gangsters and their get-away drivers, movie stars and
 starlets. All the old fantasy tropes as well. Mental picture, a knight 
in platemail taking the subway downtown to slay the Beholder King. 
There's no way that can't be awesome. 
        
         Familiar staples of Tolkein-esque fiction are here, intact, 
laquered in a shiny coat of Art Deco aesthetic. Business is prosperous, 
food plentiful, and the advent of science propped up by traditional 
magic has drastically improved the quality of life. Enchanted swords 
have found their ways to pawn shops as their owners trade them in for 
handguns. Halflings run the censorship board, and Orcs are taking action
 for legal recognition. The stock market is booming and that will never,
  ever  change.  
        
        I'll try my best to keep the steampunk to a minimum in the 
setting. Feel free to pull from the genre in your player character. Just
 know that if I get the chance to stage a fight scene on top of a 
Zepplin, by golly I will seize it. I will revel in it. There may even be
 fascists there too.  
        
        The 1920's setting provides me with a perfect opportunity to 
graverob H.P. Lovecraft for adventure ideas. I may run a couple quests 
with body horror, the unthinkably eldritch, extra planar tentacle 
monsters, and other horror staples. I'll try to keep the inherent 
'hokey-ness' to it intact, but even still, if that is not your cup of 
tea, look elsewhere for a game. 
        
         I'm not sure how the classes will translate to the setting, 
but you lot will surely get creative. Maybe your monk learned his powers
 from a mail order book clipped out the back of a comic, your fighter 
was a veteran of some far off colonialist war, or your Ranger patrolled 
the sewers at night searching for the Behir that took his right hand, 
before he killed it in single combat. 
        
         Firearms are in the setting (Revolvers and, on the more 
extreme end, Tommy Guns, etc.) This may shape what sort of character you
 decide to play. They are ranged weapons which do interact with class 
features like sneak attack, they count as martial weapons for 
proficiency, and they require a minimum investment of strength to use 
(10 for pistols, 13 for shotguns and rifles, and 15 str for Automatic 
Rifles and Revolvers). They cannot be two-weaponed fighted, 
fighting-ed... You get what I mean.   
        
        Firearms are also obscenely illegal, so arms and ammunition 
will cost you significantly to use, and getting caught with one may lead
 to problems with the law. Keep in mind, I play by the rule of npc reciprocation. When 
fighting civilized humanoids, if you stick to non-lethal combat, so will
 they. If the players start camping out on rooftops with hunting rifles, or
 taking hostages, or waterboarding cultists, so will they. Guns, like 
magic, are in no plausible way 'non-lethal', so stick with bows and 
battleaxes if you want to play nice.  
        
         *Exhales*   
        That's a lot of information. Thanks for reading (if you did).   Character Creation  
        You start at level three, which is where the rest of the group is at.   
        Stats will be either pre-array (15,14,13,12,10,8) or rolled in game (4d6k3). 
        
         No Homebrew, No Unearthed Arcana. 
         PHB, SCAG, VGtM, XGtE material only.  
        
         No Chaotic Stupid. If you want to play a chaotic character, don't set the game on fire doing it. If you want to be evil, try to be self 
aware enough to not hurt the party or derail the game with your sinister
 cackling. D&D is a team game built on cooperation and trust. 
        
         No flying races initially. This may change if you die (unlikely) a few levels in.   
        No monster races initially, EXCEPT Orcs. Orcs are cool from 
level one, and also setting necessary if only for the production of 
Half-Orcs. 
        
        Feats are locked indefinitely. This may change. Human Variants can start with the Resilient feat to make up for, y'know, how plain the regular human race is. 
        
         If you'd like to play an exotic race like an Aasimer, 
Lizardfolk or a SCAG Tiefling Variant, you need to sell me on the 
backstory. Normally I don't care how detailed your character history is.
 At most I'll ask for a three sentence timeline, but the really exotic 
races need some fleshing out to establish their place in the world. I'm 
not trying to be picky, I'd just rather you base your decisions beyond 
what has the best stats.