I prefer to play in open worlds that do not force any particular story hook on my players. This allows them to decide which threads to pull on and which direction to go. I have been doing this for 5+ years and it works pretty well. I have two games currently up, but the times and days of them are very flexible. Arcane Inquisition <a href="https://app.roll20.net/campaigns/details/6089148/arcane-inquisition" rel="nofollow">https://app.roll20.net/campaigns/details/6089148/arcane-inquisition</a> In this world magic is illegal and anyone caught casting even a cantrip is sent to a public execution. Inquisitors roam the streets searching for criminal magic users and often find themselves executing innocent people simply because they were carrying something as innocuous as an rare herbs or rare medicine. Rebel groups fight against this tyranny while others help enforce it by hunting down suspected casters. Players are welcome to choose whichever class they like and it is expected we will have some magical abilities that need to be hidden from those in power. Wyssal's Tale <a href="https://app.roll20.net/campaigns/details/6088561/wyssals-tale" rel="nofollow">https://app.roll20.net/campaigns/details/6088561/wyssals-tale</a> An loudmouth outspoken cleric has gone missing and the party is offered a large bounty from the church of Calistra to find her and ensure her safe return. The bounty is especially high, what aren't they telling us? This story takes place in Coford a small town in a largely unruled area full of orcs and wild elves. The trail will eventually lead down caverns and take place primarily underground. Vanishing of the Elves <a href="https://app.roll20.net/campaigns/details/6111004/vanishing-of-the-elves" rel="nofollow">https://app.roll20.net/campaigns/details/6111004/vanishing-of-the-elves</a> In Northern Town, a new city just formed in the Northernmost reaches of civilization, a war is going on between the orcs and the residents of this city. Requests for new recruits for the army are littered around the streets while mercenaries are making a fortune selling orc ears to the town guard. While enjoying a respite from adventuring you are informed, unofficially she stresses, that there is another danger to the city that needs addressing. The Elven lands to the west has been standing neutral in our conflict and elven guards have been heavily patrolling their borders for hundreds of years. New reports have indicated their complete and utter disappearance. No sign of conflict and highly unlikely the orcs would be capable of accomplishing this. Whatever did this could come after us next and turn out to be an even bigger threat then the orcs. It is hinted that there would be a large reward for investigating this, but you should know that we are not supposed to cross that border for any reason. It was made very clear that anyone crossing that border would be shot on sight. The city cannot risk a war with the Elves so they would not intervene on your behalf and would deny any involvement with you. Can you investigate this without being caught? Or instead you could focus on the immediate problem of the invading orcs.