Hello, there! I was running a game on Roll20 until it fell apart to player attrition (due to their finding IRL groups, less an issue at the moment) last summer. At that point, I was kind of burnt out, primarily with the process of trying to keep a virtual playing group together. Now, I'm ready to go again, but I need players and will want a group that hangs together long enough to get some complete story arcs. The problem is that I have so many ideas on what I might run, so I want feedback on what you would be interested in playing and what times/days you'd be available, so I can see what kind of group is possible. Then, I figure about a month to reacquaint myself with the GM side of Roll20 and do campaign prep, during which maybe do a session zero or two to put characters together. Most likely, I would use Discord for audio. I live in California, but my schedule is very open right now, so that's why I'm asking about times. Here we go: The first possibility is to head right back where I was when I stopped the last time, running Mazes & Minotaurs. Mazes & Minotaurs was created by Olivier Legrand based on a short description by Paul Elliott, who considered what might have happened if role-playing games had grown out of ancient world miniatures war-gaming instead of medieval miniatures war-gaming. The game offers a default setting called Mythika, which vaguely resembles the ancient Mediterranean area. Another game system possibility is Feng Shui (first edition), with two possible campaigns. One would be just fairly straight-up Feng Shui with the Secret War present, at least in the background. The other is a concept that I call "the show Star-Gate SG-1 would have been in a world where the Roman Empire never fell". Feng Shui characters are actually a bit too durable to fit the Hong Kong cinema it supposedly emulates, and fits an episodic television model a bit better in that regard. A Roman Republic with modern weapons fighting bad alien "gods". I also could run something with the old Marvel Superhero RPG (FASERIP system). I actually think that with some of the fan material available on the web, it would work for an "Agents of S.H.I.E.L.D." style campaign with a mix of high-skilled normals and low-powered supers. I would use an alternative 1980s (to keep the tech level a bit under control, so having the equivalent of a modern smart phone would be a perk of superscience) and call my organization S.P.E.A.R. (Society to Protect Earth from Aliens and Rogues). Then there's the closest I come to a D&D option: Hackmaster 4th Edition, using Hackjammer, modified just a bit to support a campaign of fantasy space exploration in the experimental Elvish Auxiliary Fleet. Basically, "Star Trek" with swords, fireballs, and Mind Flayers. You would play the away team types, who would not be the commanding officers, because the Elvish Fleet is more sensibly run than Starfleet. Game would be tweaked to award both Honor and Experience for achieving mission goals, making it a bit let hack and slash than without such tweaks. There are also two games I just picked up: Tails of Equestria and Doctor Who: Adventures in Space and Time (boxed with Matt Smith on the cover). Now, I already have an idea for a Tails of Equestria campaign, so that's a definite possible. For Doctor Who, I prefer the pre-Time War era of the original run, and even if I find DW: AiSaT superior to the old FASA rules (not unlikely), I'd probably still run a retro-setting. I could also just skip campaigns, do a "game of the month", have a session zero to go over the basics of whatever system I was using that month, get characters created/chosen, and do general introductory stuff, then one or two long play sessions, then start setting up for the next month. Then I might do any and all of the above, some Call of Cthulhu, other published games, free stuff, or even one of my homebrewed systems. Anyway, I hope that some of you find some of the above possibilities appealing. If so, let me know. If you have questions, ask them.