Name and age : Scy/Raisins, either or, doesn't really matter. Age 19 Experience with DnD and other RPG's: I have two years and some change playing Dnd 5e, I've ran a couple one-shots with some friends. I played alot of 40k in my childhood, and whenever used the ork army's 'WAAAAAAGGGHHH,' I actually had to yell wagghhh in a store full of older people, that was exciting as an 8 year old. Why do you like RPG's, tabletop or otherwise : It's a good way to create lasting friendships and memories. Most of my closest friends are due to some sort of Rpg. Dnd is a fun way to express certain ideas that i've wanted to do personally but am not able to right now. Depending on the people in the party and the imagination of the DM most sessions can be better than the above average 2018 movie in quality and entertainment value, and being a part of that is super cool in my eyes. Favorite moment in any RPG and why : In my second campaign, we were tasked to go find a certain relic, which would be used to defeat our nemesis Iuz, a murderous hellbent demigod. The party were sent through a series of tests that were designed to test each of our attributes. The dexterity room was centered around stealth and acrobatics, not to awake the enemies all around. The Constitution room was a large chamber filled with poison, and took the tank (me) to push through at a moderate pace while our healers popped off their heals on me, allowing the mega-off switch to be switched. The Charisma test was a small room with a talking door and a word above it's head. We had to trick the door into saying the word that was on its frame. The intelligence we traded a master scholar our sage's personal diary for his book of knowledge. And the Wisdom room was on the tank (me again). I entered the room first, and i had to choose between receiving the relic and one of my party member's dying, or turning back without the relic. I chose the save the party because each of them were too important to be without. Then shortly after we left and a ghost handed me the relic in secret and let me decide if i was going to share the power. This was super cool and indepth because we had to utilize the strengths of each member and be mindful of everyone's weaknesses to succeed with everyone alive. Super cool player moment. Pitch me a character, then tell me why you want to play them : Half-orc rogue named Uruk-Slai, a bit of play on words, while still seeming like it could be a fun character. I've always enjoyed rogue, and trying to do more than just stab-runaway-stab-runaway is an interesting feat in an of itself. Tielfing barbarian-name pending- This would be a character I've put a lot of thought into, its really made by a specific unearthed arcana feat-flail mastery. He would be strength based, while wielding a weapon I've yet seen in a game. I've never played a barbarian nor tielfing, and they seem like a cool combo which would be different and might add some surprise too his appearance. Last one is a tortollan cleric (tempest domain). She spends her time taking care of her small neck of the woods while when needed, defending the forest against those who wish it ill will. She would be chaotic good, acting only when it benefits her deity's needs, or her party. her deity would be akadi, closest alignment equivalent while remaining in the tempest realm of gods. I've tried several times to make this character work, but normally the campaigns fall short, as in circumstances change and the Dm/majority of players have interest shifts. What makes a good campaign, and GM : A balance of rules and freedom. A wide imagination on both the players and the Gm. Mutual respect between all players both in game and out. I personally like sometimes when the party's ideas conflict, it allows possibilities to explore either both options, or go fully on one with some convincing to do. Gm's can make or break the game, being able to deal with drama if it arises, whilst also tell a compelling story when they don't control all the variables is a very impressive talent not just anyone can have. Let me know what works/doesn't work for you. Thanks for taking time to read this.