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[Interest Check][LFP][Homebrew][5e][CST] Strange Journeys

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On the southern edge of The Empire, bordering the vast untamed wilderness of Dorvan and the Sea of Serpents, lies the barony of Marrow March. For three centuries it has stood as civilization's last bulwark against the unknown. Flourishing in that time as a prosperous port of trade. Gaining fame as a hub for mercenaries, adventurers, and explorers. Yet all is not well in the current age. Vicious machinations begin to unfold in the west. Monstrosities grow brave and cross the border. The fate of Marrow March, the fate of the Empire, lay within the hands of a few. General A while back I got tired of DMing modules and prepped adventures. I decided to start fleshing out a Homebrew setting to better facilitate the type of game I wanted to run. I had ran custom settings before, but I would typically just make stuff up about the world as we advanced. This time around I wanted to make something that felt real and was truly immersive. The end result was the world Oradün. It is a High-Fantasy world. You'll find most of the same tropes you would in other settings. I tried to keep it within the wheelhouse of familiarity while still being original. Now with the finishing touches finding their way into place I'm raring to test it out. I think it's great, but I want to know what players think. I want to know if a game set within it will be as fun as one set in the Forgotten Realms. To that effect I'm looking for potentially interested parties to join this adventure. Races & Classes Typical D&D races are used in this setting. Their respective lore has been changed or adapted to better suit the setting's need however. I allow races from any published source. The exceptions being Changelings, Warforged, Kenku, Tabaxi, and Triton. Aasimar and Tiefling are allowed, but need to be very fleshed out due to in-game baggage. I allow classes from any source, including homebrew. If you do choose a homebrew class I'll need to give it a look over before saying yay or nay. DM Style I put a lot of emphasis on a narrative focus in my games. As a Player I enjoy Role-Playing and interacting with the world much more than fighting monsters or managing stats. To me the Story is what matters, not the meta behind it. Due to this there tends to be a pretty uneven split between time spent in and out of combat, usually with a ratio of about 80/20. If you are a professional Dungeoneer chances are you will not enjoy this Campaign. Player Privilege very important to me. I will never force information or loot sharing at my table. If you succeed on a DC while looking for treasure, read something in a language only you know, or etc. I tell that player privately what they discover. It's up to them to reveal their findings to the group, should they choose to do so. Because of the above stated, I am also fine with inter-party conflict. Lying, stealing, fighting, if a player does it within the bounds of Role-Play I let it unfold. Not everyone gets along all the time in real life, characters shouldn't have to either. So if you are keen on joining you should probably have a thick skin. The last thing I should mention that is probably important is my view on character death. Life is cheap. A lot of GM's go out of their way to spare dying characters these days. Unless the creature you are fighting would ICly spare you, do not expect it to happen. I do not run death march campaigns, I do not set out to kill characters, but it can and will happen. House Rules I tend to be loose with the set rules. Again, I prefer storytelling more than anything else. I won't restrict a player's ability to do something simple because of a minute reasoning in the PHB. However, because of the setting, and a bit of my own personal preference; I do restrict some things. Teleportation Magic is a big one. I never liked jumping across the map as a Player and as a GM I hate it even more. Because of this the Teleport spell is a no no, completely disallowed. Teleportation Circles may exist, but it's something that Players will have to discover during the Campaign. Short distance stuff is fine. Dimension Door, Blink, and etc are free to use. Raising the dead is another big one. Mortals shouldn't have a grasp on the powers of life and death. Something like Revivify is okay due to how quickly it is executed. I allow Raise Dead some of the time, but usually add additional rules to the spell. Resurrection and Reincarnate tend to be outlawed. Gaming There's a chance that I'll run this via Voice Chat, but more than likely it will be a pure text campaign. I prefer text for various reasons. Chiefest among them is that not everyone feels comfortable using Voice Chat, and all are welcome at my table. Sessions will run somewhere between 4-6 hours depending on when the party reaches a viable stopping point. Things go slower via Text Chat, so I try to consider that when mapping out a schedule. I do ask that if you join that you are able to stay for that long. I've played a lot of games on Roll20 where people leave in the middle of a session because they have work or something. If it's an emergency, the yes it's fine, but I want committed Players. Starting time and date isn't decided as of yet. I want to weigh the room and see what time is best for those that show interest. Later on Saturdays and any time on Monday or Tuesday are best for me personally. If you have any other questions PLEASE feel free to ask!
I would be interested in a Tuesday game after 6:30 pm CST. I have a good concept for a character and won't mind either Text Chat or Voice Chat. If my discord is needed, I can provide that too. :)
I also have an interest in taking up a role in this.  I have a few different characters that could take up the call.  My preference would be Saturday evenings.  I run on EST, but on Saturdays I have more leeway for timing in the evening.  I typically play humans, for what it's worth.
Great to see someone showed a bit of interest! I do tend to run humano centric campaigns. By that I don't necessarily mean it focuses solely on Humans, but rather it tends to center on mortal races and their problems. Politics, for example, are something I like to add throughout the game.
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I'm interested. I have a ton of experience in text only homebrewed games and have both played and DMed them.  They very frequently have entire sessions go by with no combat.  So it sounds like your style would be a good fit for me. I just hope you will be managing the pace of things...  I am all for inclusivity but a player that consistently takes 5 minutes at a time to type things out makes the game a real slog.  I'm not against voice either if you decide to go that route.  I'm far less seasoned in 5E however.  Most of that time has been in Pathfinders.  I have no issue with 5E though and would actually prefer it for the change of pace.  I typically run spellcasters, but can build something I'll be happy with in pretty much any role.   I can be available any night but Monday and Weds.  Give me a shout if you're interested in having me.  
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So it seems Tuesday night is preferable for most people, around 6:30PM CST. We will be using Discord for the majority of RP and switching to Roll20 for combat and dice checks. I am still putting the finishing touches on some of the handouts and the like, but if anyone has an idea for a character you can PM me your Discord and I'll add you so we can discuss it. We more than likely won't have a session 0. I try to work everything out on Discord prior to the starting date. If you have a rough concept we can walk it forward to a place where it fits in this world. I like for players to have a solid foundation of what their character is before asking for a backstory, so don't worry with that at the moment.  I'll also take a moment to say that mature themes will be present in this campaign.