
Hey everyone, I’ve got this strange little game and
I think it’d benefit from one or two more players, but it isn’t a typical game
so there are some caveats. Let me
explain why it’s not a typical LFG listing. We play, in theory, every other Friday night at 8pm
Eastern time USA (EST). Sometimes it’s 3
weeks between sessions, sometimes it’s 4 weeks, sometimes we do every week because
we know a big gap is coming. Inconsistency
is the reality of this game as we juggle schedules. With end of year holidays looming, I don’t
expect that to clear up. Next, this game is also serving as a playtest for
some things with which I’ve been tinkering.
It has a several race restrictions, a few playtest options for class
specializations, and a replacement class.
To be clear, I’ve taken what’s been published by WotC, removed some
stuff, added some of my stuff, changed some other stuff, and now I’ve got a
list of what is and isn’t canon for the setting. I’m not looking for someone who’s like, “Oh
hey, weird game, let me bring this whack thing I found somewhere else.” I’m looking for someone who’s like, “Hey,
this guy’s nuts, let me check it out and see if I feel like playing anything in
his whack setting.” Speaking of the setting, it isn’t even fully
baked. I’ve got some stuff, but not
everything, so it makes for pretty nebulous backstories because I can’t tell
you all the nations and cities and such because they are still a Work In
Progress. The biggest change in the
setting is that I’ve added some of the monstrous races as playable races, and
they are no longer so monstrous. I
reject the feedback loop of orcs & goblinoids are evil because they were
made evil and worship evil gods and so they do evil things to appease their evil
gods and evil evil evil evil…sigh. I redid
the goblinoid pantheon & made orcs shamanistic. Now we have goblinoids that are empire
builders much like humans and are no more likely to be evil than humans while the
orcs are into nature worship and more neutral than good or evil. There’s plenty of other stuff changed, but
that’s probably the biggest thing. When it comes to the game, I’m more or less running
stuff out of the Ghosts of Saltmarsh module, but again, I’m tinkering along the
way. The thought was with me trying to
refine the playtest stuff, it’ll be easier to just plug in a module, but I find
myself railing against the art, or maybe some facet of the story clashes with
something I’ve changed for the setting, or the pacing, etc. so I tinker. Then there’s the PCs. How to put this? If there’s a button, they’re gonna push
it. This is not to say the players
don’t understand that pushing the button may be bad idea, its that the characters
don’t care. This is not the game for a
player that only thinks in tactical lines and will try and tell people not to
do stuff. This is the kind of game where
the PCs are like, PC1: “Wait, we’re gonna go out-pirate some pirates on the
high seas, they have a bigger ship, and more people?” PC2: “Yeah, but don’t forget, we found that
harpoon.” PC1: “Right, we did find a
harpoon, we got this.” If you can’t make
a character that would embrace such recklessness, this is a bad fit. The mood is light-hearted, maybe a bit silly
at times, but it’ll also have serious roleplay.
I don’t want to present it as slapstick, but I also don’t want someone
being surprised when the characters try something off the wall. So let’s see if I’ve adequately sold all the Cons:
strange schedule, restricted races, half-baked setting, sort of a module but not completely,
and PCs that are merrily reckless. Pros:
We’ve been having fun, this game is laid, laid, laid back, and it’s kind of whack.
If you’re interested, you can reply here, PM me, or
contact me via discord Lorax008#2973