Ok, so over on RPG.net I'm currently doing a Let's Read of the D&D 4e core books and I'm actually pretty excited about running a game once I finish. The only problem is logistics: -my face-to-face group is remarkably inconsistent with play and not a super RPG nerd like I am. -I'm on Pacific Time (US) and only have play windows at night (10pm+) -I have a toddler who is an incredibly light sleeper so I can't do voice chat. Wow, big hurdles! So what I'm trying to see is, with time to spare before I would actually be able to get such a game started, whether there is suitable interest (4-5 players) in a: D&D 4e campaign that goes very, VERY heavy on Reskinnapalooza the default options (think Star Wars meets final fantasy meets WH40K), that takes place weekly at 10pm or 10:30pm pacific time (UTC-8), with a GM who uses text chat only but can type very fact (players can still use voice). A brief introduction: The surface of Ged is over 99% water: its depths teem with life, gentle as well as ferocious, and for the most part the world remains a primordial question mark, having been colonized only once in the ancient past by the long-vanished warlike Eidolons. Travelers to Ged are rare: radiation from its bright-red sun has created a hyper-ionized and highly reactive atmosphere that makes any attempt to land a starship almost guaranteed to end in disaster. Instead, visitors book passage on massive Gateships that pass just close enough to the watery planet to transmit the passengers at great expense and then move on. This makes passage off the planet rare as well, and similarly expensive, since the gate facilities on the surface are well controlled by the Guild of Twenty-Five, who have also erected the only surface settlement on Ged, a five-mile wide metal disk called Sylvan magically suspended a thousand feet above the swell of the ocean near the southern pole where the sun's radiation is least disruptive. Sylvan sits at such a height because of what prowls the deep--massive beasts of might matched only by their blind destructive rage, things proven quite capable of ravaging structures erected upon the ocean's surface--indeed, they seem almost drawn to such things. What, then, could draw travelers to such a world? What could attract investors such as the Guild of Twenty-Five to spend such exorbitant sums to construct even a small foothold near its waves? The answer is as ancient as it is mysterious: nowhere in the settled universe did the vanished Eidolons leave so many traces of their culture and technology, even fragments of which have changed the course of history when they were recovered by treasure-hunters or researchers: for the Eidolons were masters of the Five Fundamental Sciences--Mechanics, Electrics, Arcanics, Psionics, and Genetics--and wove them tightly together in the crafting of their many inventive and ruthless machines of war. Indeed, many speculate that the destructive sea creatures populating the world are the remains of the Eidolons' defenses, crafted to protect the many research facilities sprinkled throughout the vast and trackless oceans, along with the wreckage of weapons the Eidolons' enemies presumably brought fruitlessly to bear in order to overthrow them. Even a single recovery from one of these sites could make an individual's fortune for a lifetime, whether in coin or in fame, so the trickle of arrivals to Ged remains small but steady, immigrants of all kinds from a thousand worlds, treasure hunters, desperate men looking for a second start, xenoarchaeologists, cultural preservers, the spiritually minded, or agents of governments either embattled or with aspirations of conquest. You come to Ged already accomplished in your own way--but here you could find your name or your legacy written a thousand miles wide across the universe for millennia to come.