Greyhawk. It is low magic, Original OG first edition dnd, with 5th edition rules.  Story: Its almost entierly an improv game that follows the party. Current party are Krynn, Knight of the Order of the Hart and Barric, an ex soldier who left the army after getting a fever and got healed by a druid. Now both are sellswords and hired by Krynn to help him bring peace to the area. So far they saved a Noble from a goblin raid and delivered her home. Thats about it. Only on week 3 and the 2nd week i had technical difficultys. Can offer a game that is A) Prolonged low level game with gritty quest focuses. B) a game the prioritiizes roleplay over ruleplay (RAW is ignored if it causes narrative problems. Rules are guides not restraints.) C) Quick advancement of low level characters. IE You dont have to wait until level 15 to own a castle. you could do that by level 3 or 5 or something. Krynn is a mounted knight in Full Plate and is level 1. D) Uses certain house rules to make it a bit more like AD&D of old. Below are the current house rules. More may follow, but i cant think of what. I often edit monster stat blocks to be either more dangerous, more unique, or to bring back an old mechanic they had. (like dragons having Truesight) If you have DMed me or replied to me before. Please forgive me, i get so many messages i cant go back and reply to them, so please message again! Id love to hear from you a 2nd time, or a 5th! If i didn't pick you its because someone else *seemed* like they would work out but did not. ------------------------------------- RESTING Resting does not auto-heal. Only HD or Heal spells/Heal Kits. You regain half of HD at the end of long-rest. Reason: No other edition of DnD ever gave a full heal on rest. HP was treated as a longer-term resource unless you were "resting until healed" at some location which was assumed to take 4-7 days. KO RULES If you drop to 0hp you make a Con save vs 15 or take a level of exaustion. Reason: To stop people from being 25 AC 1HP "toggle tanks" where you are up and "tank" until you go down at no long term cost to this kind of bodily damage. SWIMMING All Swimming is difficult terrain if wearing any kind of armor. All swimming is half speed (seperate from difficult terrain, cant be avoided normally, ranger like things alleviate difficult terrain) Effective move speed is 1/4 Light armor gives a -2 to checks made while swimming Medium gives a -4 Heavy gives a -6. Mastery of an armor type drops it one tier in penalty. You can hold your breathe for a number of rounds = Con Mod +5. So with 16 con you can do 8 rounds or 45 seconds. If you run out of breathe while underwater you fall to 0 HP and take 1 automatic death fail at the end of each of your turns, including the turn you go down, also in addition to normal death save rolls. Drowning should be quick and deadly Reason: cause heavy armor should have a negative effect on swimming. magical means to over-come things can probably be found. or just cope with lower AC in an aquatic adventure. full plate knights holding their breathe for 10min while fighting a dragon is..... straining to say the least. MAGIC ITEMS They are not super-naturally durable unless otherwise stated and can be destoryed as per any item of its caliber/class. Reason: some are durable. some arent. just assume they can be broken as normal. Many high level ones have functions MEANT to be used when they break. See Staff of Magi. CONCENTRATION You get your normal Concentration slot. Attunment slots can be further used as Concentration slots. If you make a check, you make one check for each spell being held. If you are holding multiple spells, you take a -2 for each spell being held beyond the first. Now you can run two Major Images and have them talk to each other to sell an illusion. Or Hold a Fireball ready (holding a spell is concentration RAW) until they dont believe the illusion. Reason: old dnd let you stack effects for things. Bless/Bane from one cleric. Or Bless/Aid/Heroisim. Blur/Invis/Mage Armor/Mirror image/Vocalize/Stoneskin all on a wizard. WOTC is all about gimping things to make martial better, but martial can dump 4 attacks a round with a weapon that does 1d12+18(GWM +3weapon and 5 stat) and have upwards of 80% chance odds of hitting, dealing a range of 19-30 dmg per hit, average of 100dmg in a round if all 4 hit) Martials are fine. Limiting storytelling around casters or their ability to do creative things because concentration is not. Esp when you can "make an item and have the item cost an attunment slot but do the spell" Identify You need a pearl worth 100gp. The pearl is consumed. Identify tells you what it does, including if it is cursed.  Attunment tells you what it does, but not if its cursed. You can attune to an item at anytime, not just at rests. Reason: its 100gp to learn if an item is cursed. litteraly all it is. you can attune and learn the items use at will, or drop attunments at will, so you can "identify" at will. You just risk picking up a curse. POTIONS Bonus action to use. Reason: so you can use your unused bonus action to do a thing. Healing potion, but also other potions work as well. ------------------------------------------