Hi, everyone. As the
title says, I am looking for 4-6 players to start a D&D stream. Hoping to
find a diverse group of players, preferably with an online presence. The games
would be during the weeknights. Exact day will depend on the group’s availability,
but will all likely start at 8 or 9 PM (Pacific/PDT) and go on for approximately 3 hours. It
is very important that anyone interested be willing to commit to the decided
upon schedule. Games would be online using theater of the mind, and players
will need a decent mic and a camera. All players must be age 18+. There’s
plenty more to cover but I don’t want this to run on forever and would rather go
over it directly with anyone interested. Now, I do want to go over how I DM a bit, so you know what
to expect before expressing your interest. If after reading the below
information you are still interested, please drop me a line, be it directly or
through the comments. I am hoping to get the game going as soon as it is
possible, so I will respond quickly if I feel you are a good fit. DM Info: XP : I
reward XP for completing various encounters and objectives. This may include
defeating an enemy in combat (which means they are killed or they retreat),
overcoming an obstacle through role-playing, and anything that furthers the
plot. Unannounced Dice
Rolls : Don’t make rolls that
aren’t asked for. They won’t be counted, and you’ll have to reroll when asked. Dice Rolls
Against Each Other : Interacting
with player characters is not the same as NPCs. Unless a spell is used that
allows you to dictate a player’s actions, one player cannot roll to persuade or
intimidate etc another player. PVP : Instances may arise where some PVP is understandable,
but I prefer players not constantly be ready to kill one another. Player Comfort: I run a mature game and that is reflected in
the world but I prefer certain things be implied rather than stated outright. Player Agency : You have full control of your character
actions. I will not dictate what you do. I may advise something is impossible
or may advise against actions and caution some unforeseen consequences, but I
will not interfere will your agency. I have more than enough to control; your
characters are yours. Game Balance and
Fairness : I balance based on the
party and create the campaign as the game moves along but I do strive to mix it
up so there may be instances where you encounter something beyond your current
capabilities and requires you to return to, though you’ll usually get some hint
of the difficulty prior to the encounter. Rules Debates : I am very open and willing to discuss rules
but at the table when the game is going I prefer to keep things moving along so
if something is unclear then I will make a quick judgement call and work on a
better answer later. I do expect the ruling to be respected and players not
hold the game arguing a ruling, but I don’t image that being a problem since
when I make judgement calls I always work to make sure the ruling is fair or if
someone is going to get some advantage from it then it will be the players. Spotlight
Sharing : Don’t step on other player’s
toes. There will be plenty of chances for your character to shine, trust me,
but if someone else is having a powerful moment then please let them have their
moment. Metaknowledge : I am rather lax here, but not completely.
Character knowledge is kept in mind and I won’t let characters act on knowledge
they would not know (ie a party member is attacked in a different area, you
could not just know there is combat and run to their aid, but depending on the
circumstances you could use that meta knowledge to do a perception check to see
if something would clue you in to the action). Min/Maxing : If this is your preferred way to play then
have at it, but please give them a personality. Also keep in mind that I’m
going to balance encounters based on the party. Character Party
Fit : Make what you want. It is up to the group to
work together and see if they want to coordinate. Murder Hobos : Again, I won’t interfere with what players
want to do, but remember that I am a player too and running the game I build
for you is how I get my enjoyment. If you want the game to go on for an
extended time like I do, then doing more than just burning it down would
benefit everyone. DM Style: I am kind of a mixed bag. I do my
prep as necessary, but also improv a lot. I pretty much only run homebrews but
may take elements from published materials. I like to add sensory elements to
the game like music, sound effects, and voice mods when possible. My worlds are
large, but players still have a large role in it and can affect the world
directly. Player
Absences: Things
come up and I get that. All I ask is for some notification. I don’t require a
big group to run so even if only a few players are available then we can still
run a side quest or something. Player
Narrative Authority:
I welcome input and suggestions and will find fun and interesting ways to bring
your character backgrounds into the world, but as DM I do retain final say on
the narrative outside of your character’s actions. Pet
Peeves: As I said, I
am pretty laid back. All I ask is that everyone be considerate of each other. Ethics: This goes back to comfort and like I
said there, I prefer using suggestion over narrating grotesque scenes. Not to
say that there won’t be scenes with graphic things happening, but I don’t care to
have things being too morbid and I often times imply the worst of it rather
than state it outright. Creation
Questions: Character
creation will be done on DnD Beyond. I will share my content with the group (DMG
and XGE), but any content outside of that will require you to own it. Characters
can have as basic or as detailed (reasonably) a background as you would like. I
do ask that you not include some huge adventure they have already been through.
Their adventures start here, everything prior was simply leading them to it.
Also, don’t be afraid to create connections to other player characters. Creation
Stats: For this
campaign, all characters will use Standard Point Array. Alignment:
I see alignments as
a combination of your characters preferred view of themselves and their actual
actions. I do not bind players action choices to their alignments, but if your
actions differ dramatically from your chosen alignment then I reserve the right
to change your characters alignment and you would have to deal with whatever
consequences that may have on your character. Other
Creation Rules: I am
willing to negotiate variations on stats if it makes sense. Example (just an
example and not a rule) if you play an elderly character then I might be
willing to do something like +2 Wisdom with -1 Dexterity and -1 Constitution. Races: Any race you want. I am going to
create the game around the group, so you can play any race. Classes: No limit. I am open to homebrews, but
I need to approve the class first and you must be able to use it through DnD
Beyond. Tweaking/Flavoring
Races/Classes: Flavor
away! So long as it is simply cosmetic then I have no real restrictions. Type of
Game: Open world/Sandbox/ Campaign Length:
I generally write
campaigns in archs, with one arch lasting anywhere from 5-10 levels, and I will
continue to add archs until everyone seems ready to move on to a new campaign,
and a satisfying ends presents itself. That said, it is perfectly possible for
a campaign to run through levels 1-20 and beyond. In-game
Adventurers: Adventurers
fit many categories that the group can fit into, be they classic heroes, or
members of an adventuring guild, or maybe their blades for hire that sail from
port to port seeking riches and adventure. We’ll decide what we want to play together. Politics
and Factions: These
things are going on in the background everywhere to some capacity. There are
guilds, factions, and politics the players can get involved with if they choose,
and it’s up to players how much they engage there. Start/Standing:
Game will start at
level 1. Character
Context: Players can
always ask if their character has any information or knowledge on something
they see or hear of in the world, at which point I will advised either they
have no knowledge of the thing of interest, or allow the player to roll to see
if they can recall the information. Backgrounds:
Backgrounds will
play into the world. No limit on what background players may choose. Feats: I allow feats. Be as creative with
your character as you’d like. Mounts: I allow mounts, with basic mounts widely
available if characters can afford them, and players may ask about finding more
exotic mounts if they would like, though that will likely come with a challenge
to obtain said mount. In my experience, mounts don’t come up too much in a lot
of campaigns, but if it become integral to a character or the group then it will
get more focus to make sure it is not wasted. General
Mechanic Rules and Clarifications: Most of the rules follow the Players Handbook with some
exceptions. Critical
Hits: On a critical
hit, damage is maximum possible damage + rolled damage +modifiers (ie an attack
with a longsword is 8 + 1d8 + strength modifier). Healing
Potions: Potions do
maximum possible healing (Potion of Healing= 10, Greater Healing= 20, Superior
Healing= 40, Supreme Healing= 60) Downtime:
Downtime sessions
will occur anytime it fits in the story, usually following some big milestone but
not always. I will let everyone know beforehand when we will be having a
downtime-session so everyone has time to think about what they want to do with
the in game time they have available. Normal downtime activities are available,
but players can always suggest new options. Ability
Checks: Players can
try to do anything, but I prefer you describe the action you are attempted as opposed
to asking for an ability check to complete a task (example: “I try to leap
across the gap” instead of “can I do an athletic check to get across?”). In the
event that something more specific is required, like solving a riddle or
puzzle, or if the task is impossible, such as trying to jump to the moon, I
will simply advise you a check cannot be made to complete the task. I only ask
for checks if the goal is achievable. Stealth: Characters can attempt to sneak so
long as they are not visible. If the enemy can see you then you cannot sneak.
If you are sneaking, attack an enemy, and then try to hide then you may be able
to get out of sight, but the enemy will be generally aware of where you are
hiding. Traps: I add a bit of an extra layer to
traps where if a trap is set off, I will narrate some kind of trigger (ie “you
hear a sudden CLICK”) and players will be asked for a quick response. How each
player reacts will determine how the trap effects them, if at all.