After a good deal of time and some health self-debate I'v finally reached the conclusion that the time is ripe to attempt to gather a group of people together to start a campaign using a system which sadly seems to have flown by night, Mystic Empyrean. How ever, with the game being not-so-well-known, it may be for the best to attempt to sell the concept so every person interested would have a good idea of what they're getting into. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The system its self is incredibly narrative driven, having only the barest of stats - which really only dictate what your skills will be - and using a series of nine kinds of cards to resolve conflicts. On its face Mystic Empyrean seems something like Nobilis, the characters taking the role of what are essentially extremely lesser gods and having fewer issues than most with mundane injuries (etc.), as well as offering any form of flavor text to the character in their appearance. Unlike other role playing games Mystic Empyrean does not work on an experience or level system, but instead each player is judged by how they role played their character. Character sheets are passed around or voted on and the owner fills in points towards the emotion or mannerism they exhibited during game play , these points giving certain skills increased power and effect or allowing the player to develop new abilities. The system really does reward good role play in a tangible manner and is easier than some of the more mathematical min-maxing systems to grasp. As well as this, the system has a town-bicycle feel as each player in the campaign is permitted, to the discretion of the standing GM, to create both characters and areas for the players to interact with. The title of GM is subsequently passed around the group either between sessions or campaigns to allow each player a turn to create their own story; or not to, as it is not mandatory that each player does so. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------All of this being said and with the preface in mind, i am now looking for players interested in playing such a game, having read through the rulebook i would have no issue taking the first campaign so as to allow everyone to become acquainted with the system (indeed, i would rather prefer it!). The core book can be purchased as a PDF for fifteen dollars USD at <a href="http://rpg.drivethrustuff.com/product/97706/Mystic" rel="nofollow">http://rpg.drivethrustuff.com/product/97706/Mystic</a>... How ever, i am able to provide character sheets etc which are absolutely required to play the game. (as you would in a normal P&P game) Though i do absolutley suggest dropping the money to pick up the PDF, as the illustrations are excellent and their's a very large amount of information and assistance for building campaigns, npcs, items and encounters in general. The initial campaign is planned to take place in a Thaumalogical society of the early ninteen-hundreds, though character descriptions are not required to fit the theme. Indeed its' encouraged by the game to have very unique characters in both power and aesthetic and is subsequently planned for. I recognise this is very little information to go off of in regard to what is involved or planned, but many a good adventure has been launched which was, more or less, unknown to the majority of participants - how ever, i am more than happy to divulge at request. Times and dates will be determined when a favorable group of player is gathered - myself only having two classes in college to contend with having an extremely malleable schedule. The singular caviote which i almost-require, though not entirly, is some form of microphone or voice application as action descriptions can become wordy and it can be hard to keep up with the chronology of text.