Hi all, We have a game that is still in the early stages (the party is 2nd level now) and we need one or two more players who can make it every week. This is a 5e game that starts in Waterdeep and incorporates lore from the Guildmaster's Guide to Ravnica sourcebook. We play at 3 pm Eastern time (US) and sessions go 3 - 4 hours. More information on the game is here: <a href="https://app.roll20.net/campaigns/details/4436255/walker-of-waterdeep" rel="nofollow">https://app.roll20.net/campaigns/details/4436255/walker-of-waterdeep</a> If you plan to play this week, you will need to be available by noon Eastern on Sunday in order to make up a character. Currently, our regular players include a ranger, a wizard, and a monk, so we could use some PCs with heavy armor and possibly some healing. All Official (published in hardback WoTC sources) races and classes are available. This includes any from the Ghosts of Saltmarsh that just published this month. Don't pitch any homebrew or UA races/classes. Period. Most homebrew races/classes/background/feats/items/etc. etc. (close enough for me to blanket rule them all out) are imbalanced more than actually broken, and unless the entire party is made up of homebrew race/class combinations that are designed to function well together, it usually makes play boring for most of the players and more annoying than interesting for the DM. I use a modified (in the player's favor) version of the "Roll 4/drop lowest result" method for generating stats, so it skews your character to be more heroic out of the box. So in that respect, the DM gives you some free homebrew right off the bat. We play the game in Roll20 , we access all the rules and source material online in D&D Beyond , and we use Discord for voice chat. Once you are accepted into the game you'll get the links for the appropriate tools. We record and keep an archive of the sessions on Twitch. We'll follow and observe the published DMG rules for any magic items or spells or other "not created by WotC" items your character wants to come up with during the course of play. After all, this game will be shifting planes and exploring lore from the Magic: the Gathering game, so there's doubtless things that will come up that will give players great ideas that we all will want to run with during the course of the campaign. In other words, any homebrew we do in this campaign will be purpose-built within this campaign and for this campaign. I try to allow for a mix of combat and RP in every session, and the PCs are starting to find their voices and personalities. They spent an entire hour of the last session talking and gambling with the staff, the patrons, and each other at a roadside tavern.