
This game is going to be rich in roleplay, with vivid descriptions and epic storytelling that the players will very much take an active role in. This is not a dungeon crawl, and not a story where you are railroaded into following a set path. This is a sandbox in which you, the players, will dictate the story! My job as the GameMaster is to merely facilitate and resolve, and help paint the most vivid mental images for the story. I have one campaign of this type going already, but there was enough interest for me to start another. I put a lot of work into my campaigns, and thus I charge a modest fee. $3 per session per player. A typical session is 3-5 hours, so it breaks down less than a dollar an hour. You may be wondering "What makes this an RPG experience like any other, and why should I pay for something others offer for free?" I have played in many games for many different GMs. Very few are what I would call "exceptional", in that they weave a great tale, engage the players, use descriptions that truly immerse the players into the game, and keep things flowing. I work hard to do all this and more. Paying for sessions means the players are more invested in the game going smoothly. Likewise, players may or may not accept mediocrity in a free game. But when they are paying the GM, either the GM produces an engaging experience, or the players decide it isn't worth their money. So, by charging, it causes everyone involved to "up their game". Currently through the quarantine, my availability is wide open, although I prefer weekday evenings. (I am in the Central Time Zone in America, GMT - 5).
“This game will require payment to the Game Master at a rate of $3/session per player via Ko-fi. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements." My World My campaign world is made up of seven large cities, with untamed wilderness between. Each city is a state unto its own, governed by a magistrate. Each Magistrate is a part of the Congress of Accord, which makes laws which govern the entire realm. Magic had been prevalent in the land at one time, but 300 years ago, the council of wizards disbanded, and magic became something rare, misunderstood, and often distrusted. Magic use can be wild and unpredictable, and it is practiced largely in secret in the realms of man. It is not illegal, per se, but it is usually wise to be discreet in its use. Very few honor the Gods anymore, which are the Six. There are the Mother and the Patron, who represent Life and the Soul respectively. Specifically, the Mother governs life and death and physical aspects of existence, and the Patron governs the mental and spiritual aspects. Below them are their four children - Earth, Fire, Water, and Wind. They are beings associated with the elements. Clerics and Paladins do exist, but the Gods care not for their puny lives, and grant or strip power at their whim. And divine power often comes at a price. Demihumans are rare in the world of men, but not unheard of. There are prejudices between the races. And don’t even think of making Charisma a dump stat, or it may come back to bite you. Dwarves spend most of their lives underground, and only a select few have the genetic heartiness to venture into the sunlight and withstand it’s scorching heat and blinding light. It is considered a tremendous honor to be a “Sunwalker” and conduct business on the surface. Dwarves are singly devoted to the Stonefather, although he does not grant them powers or abilities. Yet the Dwarves zealously pursue the will of the Stonefather to be carried out. The elves primarily keep to themselves in their forests. They believe not in the gods of man, and get their guidance from the spirits of their ancestors from long ago. They are skilled in many things, including magic, and strive to live their lives in a way that shall make their ancestors proud. They find the humans distrust of magic to be childish, and thus have little respect for humans or the other races. Halflings have cheerfully integrated themselves into mainstream society, and tend to cheerfully take the barbs and teasing from the humans about their short stature. After all, living among men sure beats living in holes in the ground, as their great ancestors did long ago. About Me I have played every edition of AD&D, and got my start over 30 years ago. I have been GMing for about 25 of those. I was also a playtester for D&D Next, which later became 5e. My Judging style is more of "rulings, not rules", so if you are a rules lawyer or like to min/max your characters to be powerhouses, I am not the right judge for you. Furthermore, my games tend to have a heavy emphasis on roleplay. Combat is rare (if you are smart), and can be very deadly. Also, I don’t believe in a lot of meta-gaming. None of this “Hey, who has the best Stealth score to send in there?” “Pssssst! These things are vulnerable to fire. Cast Burning Hands!” Some of the house rules I have worked with may not seem like everyone’s cup of tea, but I encourage you to give them a try. Ever heard of combat without initiative rolls? It makes for much more dynamic and interesting combat! I also prefer to cap hit points at high levels. There is no reason a 10th level warrior, who is asleep and paralyzed, cannot be killed by a level 1 thief, no matter how well he rolls! What about momentum? If you hit that orc for half his hit points, is he going to be able to just stand up and swing back at you? Or does it put him on his heels? These house rules and others make for a more streamlined combat experience, so it’s not just “Roll for initiative and wait your turn to attack. This guy is super tough, so there is no way you’ll bring him down any time soon.” Although my style and setting are what I prefer, if you're looking for something else, I can shift to suit your needs. The house rules I mentioned are merely suggestions, not deal-breakers.