Hello, I am setting up a campaign to run that would be a large, open-world exploration style of game, with some OSR (old school renaissance) elements. It will still have some RP don't worry, but it will take a passenger seat this campaign. Whether that's the front passenger or total back seat is up to the players, but it definitely won't be the focus. There will still be a desire to have some backstories though, even if we don't go into full RP mode having ties to the world is something I will want at least for the beginning. I wanna try to have a session 0 to make characters together, and perhaps even a little of test combat. No spefic time slot yet other than probably weekends, PST time zone though doesn't mind working around time zones The OSR/Homebrew elements As stated before, I'm using a bit of modification that emulates more of 1e or 2e, partially because those editions were more focused and set up around a hexcrawl style. Here's just a list of the changes/focuses so you know ahead of time ) : -XP: There's been a lot of ways to do XP in D&D. While yes some will be given out for combat/resolving an encounter (yall don't have to kill everything) the main form of XP I will be using is an old school mechanic know as Experience for Gold. It's a pretty simple method, at the end of the large dungeon/encounter areas (I did say this was a dungeon crawl didn't I?) and you gain experience at a simple 1gp = 1xp I give XP out at the time of obtaining everything, so magic items are already counted in the XP total. No selling them for more XP -Carry weight: big deal. Especially with coin carry weight. While you will get the full hoard's amount of gold in XP upon reaching it, there's a good chance the large chests of gold don't all fit in your pockets, meaning you gotta take what you get or leave it (or as a nice hint for people new to this style, bury it and come back later with porters and horses *wink*). I will say, I do plan on using D&D Beyond (I have the books purchased to share) so it will do the calculations for you. -Dungeons: There's something cut out of 5e that makes running dungeons somewhat lame IMO that makes exploration suck, exploration turns . You know how combat goes in 6-second turns? This is like that, but longer 10 minute turns. This makes tracking where you go, how long spells/torches/rations last, how often you need to rest, etc. It makes exploring the dungeons more of a focused part of the gaming instead of just "I go here, then here, loot chest, ok let's go right now". -Races: no goblins, hobgoblins, orcs/half-orcs., kobolds, minotaurs, goliaths, or Dragonborn. I don't want to just be a dick and say no because I don't like them, but I say no because this campaign is going to involves a lot of fighting those races. Unless you really really REALLY want to be some sort of outcast of the race that has joined up with the human cause, yeah these guys would much rather murder people than to side with them in this setting I have made Might be smaller ones that come up, but those are big ones that I can think up of as the biggest changes that might turn off players. If this sounds interesting, please dm me! Basic setting information You're set on the continent of Paxis, discovered ~50 years ago with human colonies set up along the eastern coastal plains/forests(the starting point), and elvish colonies set up along the western desert. However, just because humans and elves are new to this area doesn't mean it was barren of life. A tribal system of the "Beastly races" (goblins, hobgoblins, orcs, goliaths) already live and settled these lands, along with strong powerful monsters that haven't been seen by mankind. There also seems to be the remains of a once-great civilization that still dot these lands. Do you have what it takes to explore the new world and get rich while doing so? Then come down the city of Clearhope, find your fellow adventures, and start exploring.