The Scriven One
December 1st, 2015, 23:11
Hello, everyone. I'm starting a new game, as the title says. We'd be starting this Sunday; 12/6/15. Edit: We're using Skype.
I know it's a bad time of year to be starting a campaign, with the holidays and all, and I'll be moving cross country shortly after the beginning of the year, so play will be a bit sporadic at first. We might get in 2-3 sessions, including character generation, and then have to take a break or two. After things stabilize with my move, I'll be able to make it on a regular basis.
I'm looking for about 2-3 players, as I have one firm player and a couple of people who will drop in and out when they can.
The game will be casual and hopefully easy going on your end, but with an emphasis on roleplaying. I'll tell you about it further down the thread.
The reason I want to run this game is that I have a friend who recently got into gaming, and I want to feed his enthusiasm for the hobby. That's why I'm not waiting to start things until things calm down.
As for the campaign, it's going to start off fairly typical for a D&D game, but with a dark fantasy twist. All the expected D&D tropes will be present; dungeon crawls, monsters, etc, but in a world that's been conquered by fiendish forces. They are the royalty of the world, and have near total control. They tend towards lawful evil, so most people can get by under the radar in an essentially crapsack world.
I'll tell you up front, the campaign will be about saving two (or more) worlds, if you choose to take the hooks- the one where you start, and the one where you end up. The second world is a bright world with darkness at the edges; my published Morningstar campaign setting. Morningstar is billed as a "high magic world of epic fantasy where heroes fight to preserve a golden age of magic." Rather than being medieval, it is an ancient world (mostly bronze age) setting, based on the myths of Atlantis and classical mythology from across the world. It's world where the age of legend that most D&D worlds talk about never ended.
The two worlds are tied together in a way that I won't ruin here, but the idea is that your characters will be people whose bloodlines are rooted on the second, golden age world. As such when you get there, you will gain special abilities akin to Superman's powers in the presence of the Yellow Sun, but more diverse and magically-oriented. The system for these powers has been playtested, and while they give you more options and staying power in an adventure, they are not overpowered. Nothing like a +5 Strength, or anything; more like extra level-appropriate spell-like and class abilities.
The first setting will run by the RAW alone (maybe with a few homebrew monsters), but the second world offers some additional options. Anyone who would play this campaign would have to be ok with house rules.
Aside from the overall arc I hope the game takes, I tend to run a reactive sandbox. If you don't make things happen, I'll run a more traditional game where things happen *to* you, but if you take the reigns, I'll go wherever you take the game. I do intersperse hooks, but I don't plan how I'd like them to turn out, unless you're not making anything happen. NPCs have motivations and plans, and act on them. They change plans based on your actions, or continue based on your inaction. I don't railroad, but I do set up dominoes. You can interrupt them whenever you want.
Anyway, if you are interested, or have any questions, let me know.
I know it's a bad time of year to be starting a campaign, with the holidays and all, and I'll be moving cross country shortly after the beginning of the year, so play will be a bit sporadic at first. We might get in 2-3 sessions, including character generation, and then have to take a break or two. After things stabilize with my move, I'll be able to make it on a regular basis.
I'm looking for about 2-3 players, as I have one firm player and a couple of people who will drop in and out when they can.
The game will be casual and hopefully easy going on your end, but with an emphasis on roleplaying. I'll tell you about it further down the thread.
The reason I want to run this game is that I have a friend who recently got into gaming, and I want to feed his enthusiasm for the hobby. That's why I'm not waiting to start things until things calm down.
As for the campaign, it's going to start off fairly typical for a D&D game, but with a dark fantasy twist. All the expected D&D tropes will be present; dungeon crawls, monsters, etc, but in a world that's been conquered by fiendish forces. They are the royalty of the world, and have near total control. They tend towards lawful evil, so most people can get by under the radar in an essentially crapsack world.
I'll tell you up front, the campaign will be about saving two (or more) worlds, if you choose to take the hooks- the one where you start, and the one where you end up. The second world is a bright world with darkness at the edges; my published Morningstar campaign setting. Morningstar is billed as a "high magic world of epic fantasy where heroes fight to preserve a golden age of magic." Rather than being medieval, it is an ancient world (mostly bronze age) setting, based on the myths of Atlantis and classical mythology from across the world. It's world where the age of legend that most D&D worlds talk about never ended.
The two worlds are tied together in a way that I won't ruin here, but the idea is that your characters will be people whose bloodlines are rooted on the second, golden age world. As such when you get there, you will gain special abilities akin to Superman's powers in the presence of the Yellow Sun, but more diverse and magically-oriented. The system for these powers has been playtested, and while they give you more options and staying power in an adventure, they are not overpowered. Nothing like a +5 Strength, or anything; more like extra level-appropriate spell-like and class abilities.
The first setting will run by the RAW alone (maybe with a few homebrew monsters), but the second world offers some additional options. Anyone who would play this campaign would have to be ok with house rules.
Aside from the overall arc I hope the game takes, I tend to run a reactive sandbox. If you don't make things happen, I'll run a more traditional game where things happen *to* you, but if you take the reigns, I'll go wherever you take the game. I do intersperse hooks, but I don't plan how I'd like them to turn out, unless you're not making anything happen. NPCs have motivations and plans, and act on them. They change plans based on your actions, or continue based on your inaction. I don't railroad, but I do set up dominoes. You can interrupt them whenever you want.
Anyway, if you are interested, or have any questions, let me know.