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View Full Version : [LFP] 4-5 players for new 5E Homebrew campaign Tues or Wed 6-9pm



dimfuture
December 30th, 2019, 20:26
FG License: DM has Ultimate license (players only need demo license)
Game System: D&D 5E
Time Zone: PST
Day of week and time: Tuesday or Wednesday 6:00pm-9:30pm PST
Planned Duration & Frequency: 3-3.5 hours, every week
Term: Long-term
Text or Voice: Voice
Voice software used: Discord https://discord.gg/jjGeFaC
Will this be recorded and/or live streamed? No
Roleplay & Combat mix: 50/50 (or as determined by party play style)
Number of Players needed: 4-5
Character requirements:
• 1st-level, use standard array from PHB for ability scores
• NO Chaotic Evil alignment (other evil alignment on DM Approval)
• Approved sources: WOTC sourcebooks
Expected Game Start: First Tues or Wednesday after we get 4 players

Game Expectations:
I plan on this Campaign to run for quite a while. It's a homebrew world, but while I have my own ideas and background info, the players help define the world mythology/history as we play as well, so active group of players is the most fun. I am not a "rules" guy and honestly spend the least amount of time looking at the rules, so every player should have their own source material to look things up, as DM I make final call and will just move the game along and have the rule discussions after/between games. This doesn't mean I ignore rules, I'm jut not a lawyer and don't draw lot of fun discussing their finer points..
Ultimately it's a game and none of us are getting paid to play, so the most important thing is having fun with it.

Player Preferences: I am looking for mature (18+) player. I ask that everyone be respectful to each other, I am very open to new players , all you need to do is invest in role playing your character, become part of the group and actively participate in the game. I prefer a cooperative party, so if you enjoy backstabbing or player killing this isn't the game for you. Looking for a long term group, so please make sure that you can play long term and have a quiet place where you can participate in the game. I get life isn't always scheduled, and we're all going to take vacations, but it is a group activity that does require some level of commiment.

ABOUT THE DM
I have been running a long term DND game using fantasy grounds for many years, but this is my first time trying out gaming with a totally new group recruited online.

PREMISE

The Republic of Sanctuary has entered into the "Age of Magic"

When ancient primordial gods awoke 1500 years ago and unleashed destruction across all the planes a legendary group of heroes, known today as the Seven, rallied the gods to defeat these primordial titans, but at a very great cost. The world and many godly planes were shattered during an event known as the Sundering. But before all was lost the gods were convinced to open portals all over the world rescuing thousand of refugees to a land dubbed Sanctuary, where they would be protected from the coming destruction. Led by the Seven, these survivors founded the Republic, which exists to this day.

After the Sundering, the gods retreated back to their divine realms and magic seemingly disappeared from the world, so began the Age of Strife. For over a thousand years the Republic struggled to absorb the myriad of races, cultures and religions, with many rebellions and crusades before long lasting peace was achieved. The Age of Strife was followed with many centuries of peaceful coexistence.

It is In the last century that magic and the gods have returned to the world, beginning the Age of Magic. Wizards claim to have unlocked secrets that allowed mortals to once again control the arcane energies that fuel reality, while clerics argue that it is through the grace of the divine that miracles have re-appeared in the world. Could returning gods bring back the divisions that the Republic fought so hard to overcome?

Regardless of the reason the impact to society was significant, old family herlooms long held solely for their history, suddenly awoke with power, thrusting unknown families into the upper eschelons of society, while previous noble families with no magical artifacts of their own fell from prominence. As families (or individuals) seek to retain their place in society, or ascend in power and wealth, they search ancient ruins or look to long lost legends to find items of magic, ancient lore, or divine intervention to could bring them wealth or power. In response to this, there was, and continues to be, a lucrative career for those willing to delve into ancient ruins, or otherwise scour the lands to recover lost magic tomes and items that can be sold or traded for great wealth, but some things are best left forgotten...

The Republic has laid down laws while leaning on sanctioned arcane schools and clerical orders to enforce a structure of controls to reign in this new resurgence of magic,both arcane and divine, and to defend against new threats as now even the lowly goblins have magic wielders..


If you're interested:
You are welcome to respond to the thread or in a PM. Please provide the following information as best you can :


Your name:

How much D&D or RPG experience you have was it as a player or DM?):
Advanced/experienced players, I tend to rely on you guys to help with looking up rules and such during the game while I focus on the gameflow details during the session as these typically come up during combat. If you have experience, are you ok with helping out in that department?

FG experience: New, Experienced, etc..
If you have experience, was it as a player or DM?

Your time zone:

Brief Character idea: At a minimum class/race and tone of character. The more detail the better, but we can work on the details via PM

Quinn
January 3rd, 2020, 02:07
I'd be interested. I was in a really good solid group for over two years, until we finally ended the campaign, a natural ending, not one because people didn't have time or something. Group stayed together for over two years playing almost weekly games. I've been looking for something potentially long and lasting.

Name: Quinn

D&D or RPG experience: I played Chainmail and almost every iteration of D&D since (Never played D20).

Player or DM?: Both, mostly player, but some DMing, about 95% / 5%.

FG experience: Experienced, as player.

Your time zone: Eastern

Brief Character idea: I am open to anything. I tend to multi-class: Rogue / Ranger. Rogue / Fighter. Warlock / Sorcerer. Cleric / Fighter. But these are just class combinations. The real character isn't on the page. I usually decide on a character once I see how the party is panning out (what other people are playing) and I get a feel for the campaign environment. The campaign environment makes a great deal of difference in character selection and creation. A sailor in a landlocked world makes no sense. A barbarian in a city makes no sense. A bureaucrat in a wilderness adventure makes no sense. Character to is especially subject to the campaign environment.

Quinn

dimfuture
January 3rd, 2020, 02:54
Thanks for the reply, but unfortunately all the party slots have been filled, but if a spot opens up I will let you know.


I'd be interested. I was in a really good solid group for over two years, until we finally ended the campaign, a natural ending, not one because people didn't have time or something. Group stayed together for over two years playing almost weekly games. I've been looking for something potentially long and lasting.

Name: Quinn

D&D or RPG experience: I played Chainmail and almost every iteration of D&D since (Never played D20).

Player or DM?: Both, mostly player, but some DMing, about 95% / 5%.

FG experience: Experienced, as player.

Your time zone: Eastern

Brief Character idea: I am open to anything. I tend to multi-class: Rogue / Ranger. Rogue / Fighter. Warlock / Sorcerer. Cleric / Fighter. But these are just class combinations. The real character isn't on the page. I usually decide on a character once I see how the party is panning out (what other people are playing) and I get a feel for the campaign environment. The campaign environment makes a great deal of difference in character selection and creation. A sailor in a landlocked world makes no sense. A barbarian in a city makes no sense. A bureaucrat in a wilderness adventure makes no sense. Character to is especially subject to the campaign environment.

Quinn