| Playing | |
| Next Game Will Be | 1779922800 |
| Total Players Needed | 6 |
| Game Type | Role Playing Game |
| Frequency | Played Weekly |
| Audio / Visual | Voice only |
| Primary Language | English |
| New Players are Welcome | Yes |
| Mature Content(18+) | Yes |
| Pay to Play i | No |
| Pick Up Game i | No |
This is Redwilnet, a homebrew setting designed to both lean into some standard fantasy tropes, and also go out of its way to subvert expectations of others. The setting itself has seen two prior campaigns played within it, and significant lore behind it that has been both written by myself and further fleshed out by both players and me. That leads into the general style of game that I tend to run. I like to run a heavy mix of puzzles, traps, roleplay encounters, and combat. My personal preference is to run combat the least of all of these, though I find that going more than a session or two without it is to the distaste of most people in the hobby, and as such, I do try to have at least one combat every other session. As far as the narrative, i have a general, classic Fetch Quest planned for this game, which will, over time, bring you to (almost) all the regions and climates of the world. While this may seem simple, this is also due to my own style of DMing and running games. I require all my players to at least skim through the races section of a general lore doc that I have created (which has also been broken down into organized handouts within the roll20 game for ease of access mid session) and then write me a full backstory for their character that includes two long-term goals (campaign length) and three shorter term goals (Things that can be done throughout the game) that will be both things I can write and plan around, and allow for other players to engage.
I use a variety of rules for this setting in particular that are not standard, particularly regarding the banning of spells, using spell scrolls (and what spells can be made into scrolls), and regarding exploration. That all being said, none of it is truly game changing, and each thing has had a fair bit of balancing surrounding it due to the nature of there having already been two games in the setting.
I am using the 2014 rules of D&D 5e, simply due to the fact that it is what I'm familiar with, and have balanced all the monster and NPC sheets around. I'm not really familiar enough with 2024 to run it confidently. That said, I am willing to try swapping to it if we do have a super majority of people wanting to swap to it.
I have made sections below with a list of the character creation rules, miscellaneous homebrew rulings, and the general lore docs, as well as a location to put in applications. I do not personally care whether you are new to D&D, but my personal rules for deciding whether to take people on are as follows:
1) Are you at least eighteen and an adult?
2) We keep politics away from the table. While I have nothing against either political party found in America, nor any other political affiliation, I have no patience for it at my table. We play for escapism, damn it. This means that I generally will veto anything regarding hot button political issues, such as anything referencing MAGA or LGBTQ+. I do not care if you are either of these things, just keep that to yourself. We are here for D&D, not politics.
3) You need to be an established person that is consistently able to make sessions.
4) You come into the game looking to have fun above all else, and allow for the rule of cool to prevail when necessary.
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