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Mystic Empyrean group interest check + general game awareness

(I'll lay out a bit of information about the game first, as I'm certain most anyone who takes a peek at this post won't know a thing about it.  If you're deterred by the wall-o-text, but still interested, feel free to check out the last paragraph about session availability and post here if you have any questions!) Hello all~  I'm looking for any potential interest in building an RP group for a game named Mystic Empyrean.  It's not a common title, but I've been wanting to give it a spin for a while now, and having trouble finding players locally.  Even if there's not enough interest to play here at roll20, I hope it perks some ears, and perhaps the game will pick up some new players elsewhere. Mystic Empyrean is a fairly roleplay-heavy game, as less intensive on rules.  If you're the type of player who enjoys nitpicking the GM over exactly how many squares that monster can move on the map grid, or likes seeing those numbered statistics boil over on a level up, this game may not be for you.  This game also encourages interaction with the other players, and a healthy imagination.  If you want to sit at the table to mindlessly roll dice to kill monsters, please look elsewhere.  I enjoy these sort of things myself, but you won't find them here! That is not to say Mystic Empyrean cannot favor action styled plots, or that it only caters to those roleplayers who thrive on playing out extensive social interactions.  The system behind Mystic Empyrean is built to be played in a style favorable and enjoyable to every player at the table, all at once.  In fact, it encourages every player to have a character, as well as passing around the role of GM throughout a single session.  Every player will be able to create characters, items, towns, events, even entire worlds are at each player's fingertips.  It's a roleplaying system that encourages every player to actively participate in creating the world their characters inhabit. Beyond that, one's own character is only limited by the player's imagination.  The ruleset has no hard list of races or classes to pick from; rather, there are no lists at all.  The only requirement is a creature or construct with its own personality and force of will.  There are no skill lists, there are no ability scores, and there are no broken combinations of abilities.  A support mage is equally as powerful toe-to-toe with a hulking brawler, as long as they both cater to their own strengths.  In Mystic Empyrean, all characters are powerful from the start.  It's not about your abilities, but how you choose to use them. Players are each cast into the role of an eidolon, a sort of ascended being that wants nothing more than to rebuild a shattered world and shape it to their own will.  They are not all heroes, nor are they all looking to enslave the world.  Some may have odd agendas in their own right, and even a simple matter of survival calls them to restore the Grand Cornerstone that once held everything together.  The conflict in the game is twofold: fighting the endless tide that seeks to consume the world, as well as contesting against those whose idea of the 'perfect world' clash with your own. Eidolons gain power through "becoming".  That is to say, basically, however you choose to roleplay your character is actually pushing you towards certain abilities that you may utilize in-game.  The further you roleplay that personality trait, the stronger your ability becomes, until it becomes overbearing, consuming trait.  As an example, one of the demo game's characters has developed a prideful personality, gaining the trait of "dragonlike".  He has grown scales, claws and a tail, and has become physically stronger than he had been before.  If he continues to roleplay this personality strongly, he can gain the ability to transform into a dragon, among other benefits.  However, if he pushes too far, he will consistently hunger as he were a full-sized dragon even when not transformed, as well as be unable to sleep soundly without a hoard of treasure as his bed. There are far too many details to describe here, but hopefully I've put enough flavor into the name Mystic Empyrean for you to decide whether or not you'd like to explore it more for yourself.  Now, as far as actual sessions go...  I'm mostly looking for players who are okay with a less strict schedule.   For various reasons, the best times for me are weekdays, between noon and 5 pm EST.  I am completely willing to talk over schedules with players and try to set a weekly sort of thing, but between work, family and friends (and maybe most importantly, sleep!), life enjoys whisking me away on a whim.  I would hope, with a few extra able bodies, that this campaign could run on its own without me being present constantly. And if nothing else, if I see some other Mystic Empyrean groups here someday, I'll feel like this post may have actually been worthwhile. Hoping to build worlds with you soon!  ~Ayutashi~
Posting interest, very interested in how this system plays out. Sadly, the only day I would likely be able to play between noon and 5pm EST is Friday, so we shall see.
I am absolutely interested in this, though noon to 5pm EST isn't good for me on weekdays. Evenings and weekends are free though.
Checking in for today~  I kind of figured scheduling would be a big issue.  I'm still kind of open to other suggestions on times, but no promises!   I also will drop an alternative proposal here, concerning sharing the campaign.   In short, as long as the base mechanics are learned, and the players are all willing to contribute ideas to the game, it's fairly easy for me to "train" several GMs to oversee the rules.  The core book boasts quite a large selection of examples of everything and such, but I feel homebrewing content fits just as well here, since your fellow players tend to have a small say in the direction your character grows. I'll check back again soon.  If anyone would like more specific details on anything (from mechanics, to examples, or anything else), feel free to ask~
Well, ME does have a rotating GM-ship. Everyone will get a chance, right?
It may have been redundant for me to say it that way!  But I'm sure there may be players who care less about the rules on resolving actions, injuries, balances and escalations, among other things, and simply want to roleplay out scenarios and create their own content. The only question I'm currently lacking an answer to is whether or not players are able to join a roll20 campaign without a GM present (was thinking perhaps there could be a more "neutral" map with extra tokens laying about that non-GM players could utilize during downtime). Nevertheless, I think I'll start a campaign and get some things prepared (resolution deck, journal entries, etc), and tinker with some settings, as I've not hosted a game myself on roll20 before.  Feel free to apply there as well, if you're interested. *EDIT* I've been tinkering with the Deck tool today, and found there may be a problem using it as needed.  There are workarounds, including an alternate (but less original!) dice system, or the current GM could use the online tool from the authors of the game, but an in-game tool would have been great :\
I'm interested! 
Definitely interested and am free most days during those times. :)
a more roleplay heavy rpg huh? haven't done one of those so i'd be willing to give it a try noon to 5 pm on weekdays.
seems interesting, and i should be pretty free during the summer, at least ^^