I am looking for five players for a  weekly  D&D 5e game. Time Every Saturday at 10am GMT+10, Brisbane time for 4 hours. This is late in the evening in most US places (please check, but it's about 7pm-11pm) The Game I am a really creative guy- so this game is going to be  very  combat light (no exceptions) and  very  role play heavy. In the Critical Role style (minus voices) where interesting stories matter the most. In my homebrew world where magic fecks things up (D100 against a table every time you do magic) and inquisitors come to get you if it's really bad. Starting at Level 1. Characters, Races, Classes from PBH or official published WotC supps only. No BS from UA, forums, wikis, that has no play testing. Nothing that is not playable (e.g my PC is actually a dragon). To Apply Please send me a message and answer the following questions (copy and paste so I can read easily please; don't just put 'for question 3, 5).  Your country/city Your timezone in GMT+/- time format [Fill in the blank] "When it is 10am in Brisbane, it will be _____ am/pm in my timezone". I can make (every / most(>80%) / more than half / 50-50 / less than half) games. (Absences are okay- just want to understand availability). Answers to the below (please pick the one that fits best and explain a bit your answer) I am only interested in playing (race/class/background) anything that fits the group. I'm open. [put your ideas here] The GM should (pick one that most fits and explains why you picked it) make the story, with some branches for choice, and we'll discover what the GM has created with some GM hints along the way. make things in the world (monsters, npcs, settlements). Give us a nudge with a hook and we'll do the rest (interact with everything and make the story and so on). Under this scenario there's probably some 'right paths' and 'wrong paths' to succeed in the quest. make places, npcs and monsters. No nudging. We'll play in the sandbox and make our own fun. There are no right/wrong paths. We just play to our interests. Between 1 and 2 Between 2 and 3 Players should (pick one that most fits and explains why you picked it) be smart/tactical and make optimal choices to survive. Avoid stupid risks and hit hard when you do get into fights be an interesting character first, even if that means taking risks and making a non-optimal choice if it's interesting in the story to do so (eg go into the witches basement alone) mostly 1; but a bit of 2 mostly 2; but a bit of 1 Playing a good character means (if more than one is important to you, please reply in order which ones you care about eg b, c, d, a) using my strongest abilities/skills/spells/etc to help the team voice acting, having a catch phrase. having a strong personality, talking to NPCs and taking an interest in NPCs well-beyond 'please give me a quest' playing to my beliefs and doing what my character would reasonably do in a situation I like to (pick one that most fits and explains why you picked it) wait until I'm called upon before doing stuff read the room and take the centre stage when I want it / it would be fun for my character to do something we should all be able to manage the centre stage. No need to call on people, we'll self manage only answer direct questions from the GM so nobody talks over anyone else. PvP (FYI. your PCs only; player conflict isn't allowed) NEVER - we are one team against the world. We are best buddies and sort shit out by being strong together Light - we will disagree from time to time on tactics, but never fight each other Medium - we will disagree and have our own (likely conflicting / mutually exclusive) goals as a B-plot. This will create some story based drama and strong verbal disagreement Heavy - our own goals will sometimes be so important, that it will hinder our progress on the main plot and we'll have strong disagreements and may go our own way for a bit (but we will get back together eventually and not kill one another) Hardcore - if enough lines are crossed, we're fighting to the death. (end)