
I currently have a group of mature, experienced players(3) in a low magic/fantasy, medieval setting. The campaign is fairly dark (GOT, Witcher), focused on problem solving, diplomacy, deadly combat and heroic adventure. We are looking for 1-2 more players. Roll20 License: PRO Us: We are a small, mature, middle aged group looking to add 1-2 players interested in playing some low-fantasy Harn/Mythras (with some homebrew restrictions, see below). We prefer story based campaigns, heavily laden with combats that move the plot forward. We prefer roleplay over rollplay and will actively seek games that challenge on an intellectual level, rather than our luck with die rolling. I have DM/GM'd DnD 2E&5E, Pathfinder, Harnmaster, and Twilight2000. We started out with Harnmaster but have decided to switch to Mythras (Runequest 6) for more options in combat. We will continue to use the Harn setting, as we find it very detailed and more realistic than most fantasy settings. However, the ruleset for everything else will be Mythras. Those new to Harn/Mythras are welcome. We just ask you be a mature adult, with some experience in online tabletop gaming and possess the ability to integrate well with a group and be reliable for a weekly game (we all have stuff that comes up, of course). Campaign: Long Term campaign with plans for numerous genres (dungeon delve, mystery, political intrigue, strongholds, epic villains, etc). Setting will be one of the islands off the coast of Harn that was recently colonized by one of the Harn kingdoms. The colony is experiencing a number of unexplained events and threats. The kingdom wants to hire a group of monster hunters to determine whats behind the threats and determine their cause. We prefer story over dungeon grinds, so if you start off every session asking "When do we kill stuff?", this campaign probably isn't for you. The overall feel of the campaign will fall in the normal low fantasy genre but with a few nudges toward gritty realism. Expect more of a Tolkein/GRR Martin type world than Alice in Wonderland. Though there will be plenty of combat, that is not the real focus of the campaign. Much more interested in telling an intriguing and complex story, with input from all players woven together by the GM. Prefer mature players with life experience, who want a challenge from their game play, as opposed to a fanciful escape from their daily reality. Nothing wrong with playing that way, we have all done it, just want to be clear about the game we are trying to build. Challenging and rewarding, but more from an intellectual standpoint, than a beer and pretzel aspect. As players progress, CR will relate to the complexity of the problem set, rather than monster hit dice. Ruleset Restrictions: Most people look at "homebrewing" as adding to the ruleset, but I am not a huge fan of "High Fantasy" and feel most rulesets, as written, give the players way too many easy buttons. So my restrictions, while not taking away from balance, are designed to make things a little more challenging for the players and remove some of the spells (about 20%) that are really there more for convenience than essential to gameplay. All of this is based on how magic works in the campaign setting and I will be happy to share that narrative and the modified spell lists with anyone who asks. The List (keep in mind these restrictions apply to the entire setting and monsters/villains as well, so, for example, you wouldn't face monsters with psionic abilities): 1. PCs are Human. 2. No psionics 3. Spell restrictions. Magic in the setting is an element, like fire or water, (though intangible) that can be manipulated by those with the ability to do so and that fuels most spells. What's allowed: a. Spells that are illusion based, tricks of the mind, mental deception, coercion, etc. b. Spells that manipulate already existing natural elements/materials in a small amount. For example, erasing the letters on a document is possible, creating an entirely new being (elemental, for example) is not. c. Spells that effect one's mental state, perceptions, ideas, thoughts, etc. with the exception of "reading" other's minds or similar feats. d. Creation/manipulation of the four natural elements (Water, Air, Fire, Earth). For example, most spells utilizing levitation or force can be construed as manipulating Air and are allowed. e. Minor manipulation of the flesh, ie Cure Light/Moderate wounds (minor cuts, gashes, burns, etc) vs Cure Serious/Critical Wounds (major trauma to the body, loss of a limb, damaged organs, etc). Wounds can be sealed, bleeding stopped, etc, but flesh and bone cannot be "created" on the spot. What's not allowed: a. No raise dead, resurrection, revivify, etc. Dead stays dead. Hit Points, healing and death are handled as per the rules, but no magic is capable of healing above the "moderate" level. So for severely wounded characters, some down time for recovery would be required. The flow of the campaign and the setting in general would take this into account. b. No teleportation. c. No extraplanar travel, items, anything really. d. Anything that creates something from nothing is not allowed. Manipulating elements that exist is ok, creating something out of nothing is not. This includes all types of Summoning, except perhaps natural beasts that exist in the area you are in, for example, a pack of wolves in a forest or a bear in the mountains. They could be "summoned" to your location to fight for you. e. Having a conversation with something that lacks mental awareness/understanding and/or ability to speak (plants, animals, etc.) Time Zone: US, Eastern Standard Time Day of week and time: Tue, 8pm Planned Duration & Frequency: 3-4 hours, weekly Term: Long term campaign Text or Voice: Voice Voice software used: Discord Number of Players in game & needed: No more than 4 or 5 players. Character starting level & equipment: Mythras doesnt have levels (or classes), the characters are very similar to you or I. They have skills they've learned and get better with more use and training. PCs start their timelines (raw recruit or grizzled veteran) based on the players desires/backstory. Me: Career Army officer, toward the end of my service. Always been a closet geek, but finally found the door to the closet. Don't have any prejudices against play style, except those that waste everyone's time. Not a voice actor or thespian, nor do I expect anyone in the group to be. Its first and foremost about having a good time and supporting the group dynamic. No hard rules, everything is negotiable, provided you are comfortable with what was laid out about the campaign above.