Gruber
October 16th, 2018, 13:45
The game is full at the moment.
FG License: Standard FG License Required
Game System: D&D 5E
---------------------------------------------
Frequency, Day, Time, and Term: Weekly, Mondays or Sundays 6PM to 9PM GMT / UTC, Long Term
---------------------------------------------
Text or Voice: Text
Will this be recorded and/or live streamed? NO
Communication: Discord and Fantasy Grounds Calendar page. Mandatory.
---------------------------------------------
Roleplay & Combat Mix: 35-40% Combat & Encounters / 60-65% Roleplay
Number of Players needed: 3-5 (CURRENTLY 4 and we might have one spot!)
Character starting level & equipment: starting as commoners at level 0, we'll soon develop to level 1
Character restrictions: Player’s Handbook, most other books, no flying races, homebrew possible but limited
---------------------------------------------
ABOUT MY GAMES:
My games tend to be slow. Real slow. Sometimes we play for a couple of months through only a day or two in-game time. Sometimes it gets fast-paced. Don't expect steady advancement but everyone is free to try to speed things up.
This is text-based play. If you haven't been experiencing text gaming this is possibly not the game for you.
Responsiveness and Responsibility. I expect both from players. Communication between sessions will be kept at minimum, but is mandatory. I need a small and steady group invested in the story for this to work. 100% engagement during sessions is a must.
Attendance: I expect players to attend at least 3/4 of sessions, long-term wise. If unable to play for a while, we have to arrange in advance.
if you think this post is too long, please look for another game.
ABOUT THE GAME
Details of the scenario:
Set in a Homebrew world.
There are three main themes:
Exploration & survival
A world in motion larger than the heroes of the game
Encountering and countering threats on small and grand scale.
My games tend to rely on roleplay and story. The encounters cover some balance between environment exploration, combat, skill challenges, social situations, traditional dungeon delving, grand-scale battles and more. Those looking for a hack n’ slash style will likely be soon disappointed. Meta- and powergaming is discouraged, focus on creating deep interesting personas rather than trying to squeeze out stats and power levels. The character backgrounds could be included in the story, if possible, but my advice for the players is don't overdo backgrounds, rather think about the personality of your character.
Aimed at mature players, preferably with some role play experience (not essential).
CAMPAIGN:
The world looks and feels similar to usual D&D worlds such as Mystara, Forgotten Realms etc, but the themes and tropes are very different. This campaign emphasizes real-world plots, motives, but there's also some moderate fantasy stuff. Some of the encounters are not balanced at all. This is well-developed universe, with multiple stories and paths to take, all of them possibly connected to one or more major plots. Death will be replaced with temporary or permanent injuries most of the time. There is a complex world, ecology and cultures waiting to be discovered, with possible consequences for any behavior.
This is not high fantasy game. There won't be tons of powerful +x items, beating undead dragons or saving the world from evil cults. There are multiple races, spirits, ancient temples, creatures and all manner of fantasy stuff but it is not a common sight for certain. Magic is somewhere limited and all casters will have difficulties with certain spells. I'll try to allow most that makes sense, but we won't be seeing fireballs flying around and groups of adventurers teleporting themselves across the universe at will. On the other hand, I'm sure we won't lack any, as well.
Setting
Aedum is a continent with thousands of years of history, largely dominated by the conflicts between the races, nations and realms, and their overreaches in attempting to gain supremacy. The setting is based in 5e d&d, but has some unique homebrew elements and deviates significantly from the published material (no certain races or creatures, some are moderately tweaked). Dragons, giants and undead are rare. This world doesn't have professional adventurers who earn a living by looting ancient sites or saving princesses in needs, so PCs in this campaign will have to develop ties to other people, locations, or organizations that drive them to their dangerous work.
Themes:
Discovery, travel and exploration
Stories and history
Low-life characters
Wilderness, Nature, Badlands
Elves, Ogres, Lizardfolk.. race and culture specifics
Treachery and war
Ancient ruins
What will really work well:
Roleplay, information-gathering
Exploration
Developing characters, relying on skills, features and traits.
What will not work well:
Hack&slash play style (but hack&slash characters are completely ok)
Rules lawyers
A lack of patience, and hastily jumping to conclusions
An unwillingness to figure out what is really going on
Combat and encounters
Remember: encounters =/= combat
value thorough thinking, roleplay and using combat tactics to overcome the enemy
specific situation and surroundings should provide spice the encounters
the fights are not going to be balanced and not every one of them is expected to be won; in fact, running away and escaping pursuits is expected to happen more than once!
there are almost no random encounters in my game. every encounter will have specific location, goals and options
a lot of the fun comes in from using planning, information-gathering, diplomacy, skills, strategy and logistics and certain tactics.
Players
Players should be more interested in cooperative storytelling than in building powerful characters. This aint no game for power gamers and murder hobos. I'm looking for players who are interested in playing colorful characters (be they knights, lone wolves or anti-heroes), ones who are interested in becoming part of, and influencing in the long term, a campaign setting with centuries of history and endless geography.
Level advancement
Story-based, no XP. The characters are starting as mere commoners. Expect slow level advancement, most of the game will be played under level 10. Sometimes we play for a year before reaching level 3. Players who love to invest in planning their powerful characters will probably be disappointed.
Game mechanics:
I tend to make a lot of mechanics work in my games. Using traits, features, skill and ability checks, skill challenges, background traits or even stories definitely have place in my games. Working with NPCs, trying to find ways to use environment, gather information or find other options to achieve goals is the key to success. Most of the encounters will have maps but we might sometimes use 'theatre of mind' to run stuff.
About me [DM]
I've got years of experience playing and DMing D&D and other games. I'm not experienced in online DMing and this will be my first game run via FG. I'm not a rules lawyer, rather tend to judge relying on common sense, specific situations and descriptions. That doesn't make me perfect, but I've got a good idea of what works for me, and what doesn't. My games are typically plot driven but might feature an element of character development. I will steal shamelessly, using bits and pieces of other worlds, published modules, repurposed for my campaign, so don't be surprised if something feels familiar. As you've noticed, I'm not native English speaker so don't expect beautifully arranged syntagmas.
Applications and takeoff:
The game should start in a couple of weeks. I intend to run a few introductory sessions for the players to feel the game style and pace, until we form a group and are ready to start. My plan is to have 4 players, but I will be happy with 3-5. Session time is not set in stone, but something around this should be expected.
If the above hasn't scared you off, feel free to apply by replying to this post.
Link to game calendar page (https://www.fantasygrounds.com/calendar/index.xcp?id=3237).
FG License: Standard FG License Required
Game System: D&D 5E
---------------------------------------------
Frequency, Day, Time, and Term: Weekly, Mondays or Sundays 6PM to 9PM GMT / UTC, Long Term
---------------------------------------------
Text or Voice: Text
Will this be recorded and/or live streamed? NO
Communication: Discord and Fantasy Grounds Calendar page. Mandatory.
---------------------------------------------
Roleplay & Combat Mix: 35-40% Combat & Encounters / 60-65% Roleplay
Number of Players needed: 3-5 (CURRENTLY 4 and we might have one spot!)
Character starting level & equipment: starting as commoners at level 0, we'll soon develop to level 1
Character restrictions: Player’s Handbook, most other books, no flying races, homebrew possible but limited
---------------------------------------------
ABOUT MY GAMES:
My games tend to be slow. Real slow. Sometimes we play for a couple of months through only a day or two in-game time. Sometimes it gets fast-paced. Don't expect steady advancement but everyone is free to try to speed things up.
This is text-based play. If you haven't been experiencing text gaming this is possibly not the game for you.
Responsiveness and Responsibility. I expect both from players. Communication between sessions will be kept at minimum, but is mandatory. I need a small and steady group invested in the story for this to work. 100% engagement during sessions is a must.
Attendance: I expect players to attend at least 3/4 of sessions, long-term wise. If unable to play for a while, we have to arrange in advance.
if you think this post is too long, please look for another game.
ABOUT THE GAME
Details of the scenario:
Set in a Homebrew world.
There are three main themes:
Exploration & survival
A world in motion larger than the heroes of the game
Encountering and countering threats on small and grand scale.
My games tend to rely on roleplay and story. The encounters cover some balance between environment exploration, combat, skill challenges, social situations, traditional dungeon delving, grand-scale battles and more. Those looking for a hack n’ slash style will likely be soon disappointed. Meta- and powergaming is discouraged, focus on creating deep interesting personas rather than trying to squeeze out stats and power levels. The character backgrounds could be included in the story, if possible, but my advice for the players is don't overdo backgrounds, rather think about the personality of your character.
Aimed at mature players, preferably with some role play experience (not essential).
CAMPAIGN:
The world looks and feels similar to usual D&D worlds such as Mystara, Forgotten Realms etc, but the themes and tropes are very different. This campaign emphasizes real-world plots, motives, but there's also some moderate fantasy stuff. Some of the encounters are not balanced at all. This is well-developed universe, with multiple stories and paths to take, all of them possibly connected to one or more major plots. Death will be replaced with temporary or permanent injuries most of the time. There is a complex world, ecology and cultures waiting to be discovered, with possible consequences for any behavior.
This is not high fantasy game. There won't be tons of powerful +x items, beating undead dragons or saving the world from evil cults. There are multiple races, spirits, ancient temples, creatures and all manner of fantasy stuff but it is not a common sight for certain. Magic is somewhere limited and all casters will have difficulties with certain spells. I'll try to allow most that makes sense, but we won't be seeing fireballs flying around and groups of adventurers teleporting themselves across the universe at will. On the other hand, I'm sure we won't lack any, as well.
Setting
Aedum is a continent with thousands of years of history, largely dominated by the conflicts between the races, nations and realms, and their overreaches in attempting to gain supremacy. The setting is based in 5e d&d, but has some unique homebrew elements and deviates significantly from the published material (no certain races or creatures, some are moderately tweaked). Dragons, giants and undead are rare. This world doesn't have professional adventurers who earn a living by looting ancient sites or saving princesses in needs, so PCs in this campaign will have to develop ties to other people, locations, or organizations that drive them to their dangerous work.
Themes:
Discovery, travel and exploration
Stories and history
Low-life characters
Wilderness, Nature, Badlands
Elves, Ogres, Lizardfolk.. race and culture specifics
Treachery and war
Ancient ruins
What will really work well:
Roleplay, information-gathering
Exploration
Developing characters, relying on skills, features and traits.
What will not work well:
Hack&slash play style (but hack&slash characters are completely ok)
Rules lawyers
A lack of patience, and hastily jumping to conclusions
An unwillingness to figure out what is really going on
Combat and encounters
Remember: encounters =/= combat
value thorough thinking, roleplay and using combat tactics to overcome the enemy
specific situation and surroundings should provide spice the encounters
the fights are not going to be balanced and not every one of them is expected to be won; in fact, running away and escaping pursuits is expected to happen more than once!
there are almost no random encounters in my game. every encounter will have specific location, goals and options
a lot of the fun comes in from using planning, information-gathering, diplomacy, skills, strategy and logistics and certain tactics.
Players
Players should be more interested in cooperative storytelling than in building powerful characters. This aint no game for power gamers and murder hobos. I'm looking for players who are interested in playing colorful characters (be they knights, lone wolves or anti-heroes), ones who are interested in becoming part of, and influencing in the long term, a campaign setting with centuries of history and endless geography.
Level advancement
Story-based, no XP. The characters are starting as mere commoners. Expect slow level advancement, most of the game will be played under level 10. Sometimes we play for a year before reaching level 3. Players who love to invest in planning their powerful characters will probably be disappointed.
Game mechanics:
I tend to make a lot of mechanics work in my games. Using traits, features, skill and ability checks, skill challenges, background traits or even stories definitely have place in my games. Working with NPCs, trying to find ways to use environment, gather information or find other options to achieve goals is the key to success. Most of the encounters will have maps but we might sometimes use 'theatre of mind' to run stuff.
About me [DM]
I've got years of experience playing and DMing D&D and other games. I'm not experienced in online DMing and this will be my first game run via FG. I'm not a rules lawyer, rather tend to judge relying on common sense, specific situations and descriptions. That doesn't make me perfect, but I've got a good idea of what works for me, and what doesn't. My games are typically plot driven but might feature an element of character development. I will steal shamelessly, using bits and pieces of other worlds, published modules, repurposed for my campaign, so don't be surprised if something feels familiar. As you've noticed, I'm not native English speaker so don't expect beautifully arranged syntagmas.
Applications and takeoff:
The game should start in a couple of weeks. I intend to run a few introductory sessions for the players to feel the game style and pace, until we form a group and are ready to start. My plan is to have 4 players, but I will be happy with 3-5. Session time is not set in stone, but something around this should be expected.
If the above hasn't scared you off, feel free to apply by replying to this post.
Link to game calendar page (https://www.fantasygrounds.com/calendar/index.xcp?id=3237).