Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

[LFP][5e][Interest Check] Campaign Pitches

1553297110

Edited 1553297245
I've been working on a Homebrew for a while and really want to start up a campaign  for it. I figured the best way to go about it would be to list a few pitches like I would for players in my home games. I'll discuss DM-Style, play time, and etc later on if we get enough interested parties. I will note that, for more reasons than I care to list, all these will be Text Only. Played using a combination of Discord and Roll20. Due to this, sessions will run longer and only 4-6 players will be accepted. Age of Unrest His Imperial Majesty has fallen ill. Fear of his impending death sweeps the nation. Lack of an heir to the throne only heightens the tension surrounding the ordeal. While some nobles see this as the beginning crisis, others see a chance to seize power. Factions emerged, forces are mustered, and the whole of The Empire rest on the edge of a knife.  This is a more political and military themed campaign. It will center heavily on the machinations of the various imperial nobles as they scramble for power. Players will NOT be adventurers. Instead they will be knights, military officers, diplomatic officials, minor nobles, or etc. Because of this there will be a emphasis on character relations and development; and significantly less random fights and dungeon crawling. This will be a PLOT HEAVY campaign, more suited tho those interested in storytelling.  The Horde A dark spire has risen in the east. Rumors of a sorceress gathering an army of beasts and monsters spreads to the civilized world. Adventurers venturing into the Wildlands disappear without a trace. Monsters cross the border in roving bands, sacking and pillaging villages. Strange omens are read in the sky, boding ill for the world of man. As you've probably guessed, this is an evil campaign. What we used to call an Orcs & Goblins campaign. Players take on the role of minions serving the Overlord, seeking to both advance themselves and expand her influence. For this campaign to work Players have to be okay with mature themes and subject matter. There also has to be an acknowledgement that Players will have conflicting motivations that might put them at odds with one another. The nature of this campaign makes it fairly combat heavy, and the possibility for PC death VERY HIGH.  Underbelly Reinbach, the largest city in The Empire. A city of dreams, of hopes, of opportunity. While nobles galavant in the gleaming towers, lavish markets, and manors that make up the Upper Wards; there is a darker side to the city. In the slums and alleys where the dregs of society play. Where hucksters and killers ply their trade for a quick coin. The people here might never rise to nobility, but if one is ambitious enough he could certainly live as a king in the Lower Wards. I don't usually run campaigns like this. I tend to focus more on the wider world and the events that effect it. That is one of the primary reasons I'm not fond of Dragon Heist or Mad Mage. That said I like challenges! Players will have to resign themselves to being less scrupulous individuals. Mercenaries, thieves, assassins,  those that are more than willing to break the law. They will also have to be comfortable with remaining mostly within Reinbach, the Imperial capital.  Strange Journeys A caravan makes it's way to the the township of Rilsfar. In recent years it has become a popular stopover for those.brave enough to venture out into the Wildlands seeking their fortune. However, as the caravan arrives they are met with a frightful sight. The township engulfed in flames, goblins attacking the citizenry, chaos in the streets. In a desperate gambit those gathered there spring into action to fight back the raiders and save the town. This is a more typical D&D campaign. It should have a healthy mixture of roleplay, exploration, dungeon delving, and character development. While all listed campaigns will be ran using the sandbox style, this campaign offers the largest Player freedom. I will say that I still try to focus more on narrative than anything else when running a normal campaign. So those I Interested should still expect the split to be at least 70/30 for roleplay/combat. This campaign allows Players to create any character they want without having to worry about it fitting the niche of a campaign.  
would potentially be interested in Strange Journeys should it ever come to fruition! Love RP-heavy text-based and would have an interesting character for it to boot if you'd need an interesting ,strange, and kinda socially/morally ambiguous sorc for it :)
I would be down to do Strange Journeys as well. As it gives a person a bit more leeway with their character, at least for a bit. 
I and my wife might be interested in the Strange Journeys as well. I must admit we have no experiance with 5e but plenty with older versions and other games so some learning will need to take place. Feel free to contact me with more info.
Good to see such interest here! Strange Journeys would be fine with me. I'm finished with most of the prep work for it already. I'll get an LFG set up so everyone can begin applying. 
I would be interested in either Strange Journeys or Age of Unrest. Both seem like a lot of fun and have a lot of RP potential.
You have such interesting campaign ideas!! :D The only one that doesn't speak to me personally is The Horde, but I would happily try out any of the other three! I've never done a text-based campaign before, but I'd love to give it a go. :)
give us a shout (and a link) when you get around to making SJ a LFG! :)
Am up for strange journeys aswell, all depends on the time its uppose to run thou.
LFG will be up tonight or tomorrow sometime. I'm aiming for Saturday at 6:30 CST, but if another available time works better we can amend it. I'll be going over DM-Style and the like in more detail on the LFG, but I figured it wise to list the important parts here just to give everyone a general idea.  1. I play fast and loose with the rules. If something comes up that I'm not sure about I'll make a ruling on the fly. When the session ends we can talk about it for future sessions, not while we're playing.  2. I believe in the Rule-of-Cool. Sometimes I may let players do something that isn't in accordance to RAW. Be aware of that and try not to get hung up on it. 3. Adding personal flair and flavor to a class is cool! I'm fine with people subbing out certain abilities for others and the like, If It Make Sense. For spellcasters I find this particularly useful if you are wanting to be a specific type of mage. I.E. an Ice Wizard changing Firebolt to Icebolt. 4. I do backgrounds differently. Don't choose a background from the PHB. Write a backstory and we'll decide on something together. I usually let players choose the Profs that their background incurs, If It Makes Sense. 5. I don't restrict IC. If it makes sense for your character to do something, they can certainly do it. This also means that I don't hold hands however, so characters can certainly die if they make poor choices.
A little late (Sorry didn't have time yesterday) but here is the LFG as promised! If you're accepted I'll get you an invite to the game and Discord as soon as possible! <a href="https://app.roll20.net/lfg/listing/155212/strange-journeys" rel="nofollow">https://app.roll20.net/lfg/listing/155212/strange-journeys</a>