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The Call

I'm continuing my ongoing 5e campaign. Currently have 3 players, they are 9th level now, a lot has happened already. But let's start this from the beginning...

ME: I'm 50. Been playing since I was 6. I still very much dislike what that math implies! uhf.
Anyways, I've consistently played roleplaying games in one form or another since that early age, so I'm rather experienced in a variety of systems, but D&D has always been my true love.

Players: Ideally I'm after a game with 4 players. Currently we have three, so this advertisement round is really just after 1 more player.

4 players might be considered a smaller group, but it allows more interaction per player and less waiting for your turn during combats. If the game takes on a 5th player, it would only be after extensive discussion with the everyone first.

Game runs weekly at 6pm CST for 3½ hours with a 5 minute break somewhere in the middle.

Players: Mature. I do not want a game where I have to tiptoe around certain people. Oh, and by maturity I do not mean years old... if you are younger but levelheaded that could work. Conversely, old but immature that's not a good fit. How you handled yourself in game AND out of character matters.

We've had a few folks join and leave, some for external reasons, and some for being a bad match. Among these we've had people leave on very good terms, some leave in a huff, others just disappearing like juveniles. Because of all of this, we are being VERY PICKY with whom we choose moving forward. Just trying to be upfront about our concerns.

Setting: A new corner of my existing homebrew setting. To start, players will have to decide on what to take actions on, possibly losing out on other options. These actions will in turn earn favor with certain factions. Factions can help the party if inclined, according to their means. Information, goods, services, etc... At the beginning, there were 6 factions that might catch the party's eye, or vice-versa...

Setting: Magic is not unheard of, but rarer than your standard game. Especially don't expect magical items to be readily available. Matter of fact, knowing about magical items requires in-game roleplaying instead of 'just knowing'. There is no catalogue for characters to peruse. Also of note, knowledge of the planes of existence is similar. None of this is to say magical items and planar whatnot isn't going to play a part, it's more to establish the rarity of it when it does happen.

Setting: Lethal. Do some risk assessment. Actions have consequences. Do some risk assessment. Seriously, I won't spitefully target players but I won't coddle you either. Do some risk assessment! If you cannot handle losing a character... Do some risk assessment!!!

Game: I expect there to be about 50-50 roleplaying to combat. I also expect some sessions to be only roleplaying or only combat, so when I say 50-50 I mean aggregate.

Game: I use most of the 5e rules as written, but do have a few homebrew rules as well. We can discuss them further on voice-chat, but I'll list a few here:

  • Do not roleplay to the detriment of others. This means, if 'that's what my character would do' would wipe the party, destroy the party's reputation, work counter to the party's goals, etc... JUST DON'T!
  • No social rolls allowed vs. other players. No social rolls allowed vs. key NPC's. It's a roleplaying game, please roleplay.
  • No variant humans, because feats at first level often ruins game balance.
  • Clerics and Paladins must have a god. I'm too old-school to allow 'but they follow an ideal' to be a means to divine empowerment.
  • I use flanking. A slightly stricter version: through the center of a token period.
  • I have a condition called Blighted. It means healing magics will not work on you. I can't imagine I'd use it anytime before the characters are double digit levels...
  • I continue on correctly but do not change mistakes. We learn something that would have affected something critical... bummer, but we keep with the mistakes as was and move on in the correct manner from this point forward. This happens more than a little...
  • Multiclassing must be done in game, with in-game roleplaying efforts to back it up. You will not start out multiclass'ed. You will not be granted it without having an ample opportunity that you actually worked toward and I mean more than a token "I'm working towards this..." statement.

Ok, I guess that's as good a start as any. I'll likely edit this a few times for spelling and stuff I forgot and etc... Take care!

Lastly: Please include a bit about yourself in posting for this game. Your age, location/time-zone, experience, availability for Thursday's going forward, what you desire most from a RPG, what you dislike most from a RPG, a quick summary of your playstyle, and anything else that comes to mind that you'd like to share. Oh and don't be evil, overtly or incidentally...

2nd Lastly: Okay, as far as character creation goes, race limitations, backgrounds, etc... The world is a very standard composition of PHB races with additional races being very rare. No monstrous races for players here, a goblin would be short lived as goblins are a known enemy of civilization. Can there be exceptions? Yes, of course, but that would require some discussion and such ahead of time. Ideally, a direct conversation will help set the parameters for you to create your character to fit the setting. So we'll meet up, chat about stuff, have you make character and such, etc...

Want to join this game? Make a post in the discussion forum below and let the GM know!

2 Players (3 Open Slots)

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