I have been a dungeon master for a little over 10 years. The Killstroke is a campaign designed around high risk for moderate reward, and the idea is that the player characters will embody what a person would realistically do in the situations that occur. This is not just role-play, because you have to think about what most people would do, not just the one you created. The rules are fairly straightforward. 1.) If you have a question, ask me. 2.) If I am talking, you shouldn't be talking. I will be rude and interrupt you sometimes, so I won't blame you for continuing to talk then, but I'm letting you know now that if I interrupt you, I will keep trying to interrupt you until I get my words out and my point across. I am sorry if that's an issue, but it is a habit I'm not breaking any time soon. 3.) You will be mature, or you will not join; there is a little bit of leisure room with this, because everyone (me) slips from time to time. That being said, there are a few things that I will instantly kick you for. 4.) I will work with you to design your character's story and fit it into my game. Since this game spans multiple different custom settings of mine, don't worry about it. Make what you want to make, and I'll try to fit it in. 5.) I will do everything in my power to make this game fun. However, my job is to tell the story of everything except your characters; you are responsible for your own fun as much as I am, if not more. 6.) This game treads on, walks all over, and otherwise involves a massive amount of sensitive material. If you are squeamish, or if you can be triggered, do not apply. 7.) You can theoretically attempt to magic/muscle your way through this game. I'm sorry, but it won't work. Your character sheet is not something you can depend on. The dice are also not something you can depend on. You WILL have to use your head. If you usually solve problems by positioning a wall of force or swinging a sword, that can certainly help, but that's only one part of combat. Even people that typically play illusion mages will have to think with more than just their spells and other features. 8.) I use the core rules, but I allow or disallow homebrew and third party material on a case-by-case basis. Let me know if you have any advice, even if you don't plan on joining.