Civilizations have risen and fallen over the millennia, wars have come and gone, tyrants have ruled and been forgotten.&nbsp; Little history is recorded of the events which scarred the land and buried long-forgotten secrets in its darkest depths, leaving the world a blank slate for the races which are emerging from centuries of isolation.&nbsp; They find waiting a strange world filled with wonders and hidden terrors, and lost treasures waiting for brave and strong hands to pry them from the bones of the world. *World of the Old Tomes* is a D&amp;D 5e campaign set in a homebrewed sandbox setting; no big meta-plot (unless it develops organically), just your brave band of adventurers exploring a world, the secrets buried within, and the terrors which lurk in the dark places.&nbsp; I'm hoping to give it the flavor of an old-school game, so the following table rules will be in effect: Character options will be limited to what is available in the core rulebooks (and if you want to be an Aasimar, remember the DMG version is not the same as Volo's).&nbsp; There is no menagerie of sentient races in this game world to water down the strangeness of a non-humanoid being, nor are there weird superpowers to break the flavor of a fantasy adventure whose heroes must contend with the natural world as much as with monsters. This game will incorporate some variant damage/healing rules: After a successful series of death saving throws, a character will still roll on the optional "Lingering Injuries" table (DMG pg. 272), and the "Massive Damage/System Shock" table (DMG pg. 273) will also be used during combat as well.&nbsp; These inclusions are intended to make combat more meaningful, rather than taken for granted. The campaign will also incorporate the variant rest/healing rules "Slow Natural Healing" and "Gritty Realism" from page 267 of the DMG.&nbsp; Short rests take eight hours and can be taken once daily, while long rests take seven days.&nbsp; Healing on Long Rests is another Hit Die roll, not guaranteed 100% recovery.&nbsp; This is being used to make the healing/recovery less like a video game and more like the old-school fantasy rpg's that 5e grew out of.&nbsp; It is intended to make combat more meaningful and consequential, and encourage roleplay, strategy, and long-term planning for the players, as well as enhance downtime activities between adventures to shape your characters and reap more depth of benefits to all that treasure you accumulate beyond "I want to buy a magic item!" And, oh yeah...&nbsp; You're not going to be buying magic items in this game.&nbsp; Magic is strange and wondrous, born of ancient secrets and nursed in mysterious places.&nbsp; Expecting it to be on the shelves of a merchant's shop reduces it to something mundane and cheapens it to mere utility.&nbsp; You want a magic item in this game, you're going to have to go into the dark places and come back with a cool story about how you got this enchanted relic that has its own name. All this is intended to bring a more old-school flavor to this 5th edition campaign.&nbsp; If that hasn't driven you off: game sessions will convene weekly on Thursdays at 10PM EST and run approximately three hours in length.&nbsp; $15/game session, payable via Paypal. About your friendly DM: I've been playing these games since before they started numbering the various editions, and have been running multiple ongoing campaigns and assorted one-shots professionally for over five years.&nbsp; My personal playstyle leans towards the roleplay/puzzle solving end of the spectrum, but I certainly know when it's time to roll dice and crunch monsters. <a href="https://app.roll20.net/lfg/listing/397137/world-of-the-old-tomes" rel="nofollow">https://app.roll20.net/lfg/listing/397137/world-of-the-old-tomes</a> This game will require payment to the Game Master at a rate of $15/game session, payable via Paypal. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.