Competition for players is as fierce as ever, so to fill our opening here's a little more about our game. We want you to join the adventure.
If homebrew rulesets tend to put you off you should know the following -- the system is detailed, quirky, and fun. I'm told it shares a je ne sais quoi with GURPS but stands alone. Characters are built from skills. Skills and skills bonuses are purchased using a point-buy system. There are no classes and no races -- no elves, dwarves, halflings, etc. -- so there are also no traditional class-based restrictions. The line between archetypes is blurred. A character's dress and gear does not tell you what they are capable of.
Can you play a spell-slinger geared-up with armor, sword, and shield? -- yes you can! What about a rogue-type who can stand at the front of the melee line? -- no problem, easy as pie. Maybe you would like to play a less traditional and more subtle character refined for diplomacy and espionage? -- you can do that. Perhaps you find yourself wanting a set of skills utterly unique to your character? -- easily said, easily done. Why play a character with a customized background and personality but a cookie-cutter skill-set? Customize your character's skill set to match his personality. What I'm saying is, you can build the character you want to play from the ground up, but you have to join our campaign to do it.
We are a mature and dependable group. We play every other week with occasional exceptions. Players turn up and are on time. We are relaxed enough to laugh and have a good time and to not take the game too seriously, but we also get a solid four-hours of role playing in every session.
Combat is an important issue for many gamers -- too much or too little can turn players off. With the combat system I have sought to emulate elements of reality, and to make combat scenes interesting, brutal, and decisive. One-shot kills are not uncommon. It is not unusual for full sessions to pass without any combat, and more often than not it is up to the players when to crack skulls. Because combat is so dangerous, the party generally decides when and where it puts its lives on the line.
To conclude, you should join us if you like sword-and-sorcery fantasy in a gritty, semi-realistic medieval setting, where the players are King.
Cheers.
The campaign: https://www.fantasygrounds.com/calendar/index.xcp?id=797
The ruleset: https://dl.dropbox.com/u/83733879/Medieval%202e.pdf
My e-mail:
[email protected]
Have to commend you that is an awesomely written recruitment post. :) .....only have time for one fg game at a time or i would apply ... just wondering though .... you game around 8am in the morning sundays ? Wanted to point it out in case of a typo scaring away potential recruits but for all i know that might just happen to be the time that works best for your current group ... if so nothing wrong with that! :)