I’m looking for 4 to 5 players for a 5e D&D game to be run on either Sundays or Thursdays at around 6 to 9pm PST. I’m hoping to start session 0 either next week, or the week after. I have run a few campaigns before, and this time I’m hoping to run a gritty, dark, and lightly survival focused game. I’ll be using several variant rules, some from the PHB or other official sources, and a few self made minor rules mostly related to travel. The setting is homebrew, mostly low magic, basically a bog standard medieval fantasy world. The campaign takes place in the world of Tanith, a world with 5 large duchies, and many smaller factions, constantly vying for power. There is no big central enemy waiting at the end of the campaign that I have chosen for the players to defeat. The campaign will be a mix of combat and roleplay, both will be important. Clever roleplay can be used to avoid combat, and clever combat can be used as a shortcut through tough political situations. This is a campaign with moral grey areas, not bright and happy, but not entirely dark either. If you are new to the game, I am happy to work with you and help you understand the game. I like teaching new players. This is intended to be a long campaign. Requirements and restrictions: We will be playing on Roll20, and using Discord to communicate over voice, therefore, a microphone is mandatory. You may play characters of any alignment. Your character must be some sort of team player, and work with the party. If you choose to play an evil character, I will spend extra time with you to make sure that your character will work with the rest of the party. The craziest multiclass combinations you have read about online are banned. No coffeelock in my game please. Rule variants: Social circle system: A measure of how much different groups might like your character because of what they have done. Short rests take overnight. Long rests take a week. Encounters per day, and dungeons will be changed to match the new balance point. Some slight buffs to the ranger class, that will come up if someone wants to play it. Encumbrance variant rules from the PHB. A system of travel rules, done so that there aren’t random, meaningless, encounters while travelling, but instead ones that actually matter and fit into the story. There are a few other changes but they will be gone over during session 0. Who I am as a DM: I love complicated worlds full of complex non player characters who have their own goals, beliefs, virtues and flaws. I pride myself on realistically portraying the characters and societies the parties interacts with, their strengths and their flaws. I present big complicated world things to the players, hoping that they will interact with them, probe their depths, and find solutions I never even thought of. Ultimately, I want the players to succeed, but I want there to be challenges and obstacles to overcome, so success means something. I love working with players on their character, their story arcs, their backstories, all of that. If you want to make a suboptimal character in my game, that has a really cool concept, but just isn’t strong enough to keep up, I might slip you a partial feat, or let you move around a racial attribute score to help even things up between you and the rest of the party. I want the party to do cool, awesome things, but I keep an eye on the balance of power between party members. I know the rules, and I’m happy to change, or modify them, but I do so carefully, so players will know what to expect in the future. If you are interested, reply to this post, or send me a message. Feel free to ask questions.