wilconran
September 26th, 2023, 13:44
Edit: Full! Ty for all the replies
FG License: GM has full, so players need only the free demo
Game System: D&D 5e. Minimal QOL changes
Time Zone: Most of us are North American, varies
Day of week and time: Thursdays: 8 PM EST/ 5 PM PST
If new game, planned start date: Oct 5th if people are ready? No rush
Planned Duration & Frequency: 3-3.5 hour sessions, nothing too long. Approximately every other week.
Term: Long term. See how it goes.
Text or Voice: Voice
Main Language used: English
Voice software used: Discord
Will this be recorded and/or live streamed? No, and no video needed. If someone wanted to though wouldn't bother me.
Roleplay & Combat mix: Situational. I try to adjust based on what the group preferences are, or leave options for different types and the group can pick which quests to take.
Number of Players in game & needed: Have 3 players, need 2 more ideally, 3'd be fine.
Character starting level & equipment: Level 1 default. (You'll get things over time not to worry :) )
Character restrictions: Very little, I'm pretty open as long as people are reasonable about things. I have a 1-page doc of minor 'fixes' like e.g Hexblade dips are nerfed slightly.
Details of your scenario: A council of Warlocks once ruled Berenthal with capricious policy, at times wonderful and others tyrannical. But those days are long gone. Like most mages, the Warlocks have been killed or driven underground after the Night of Ruination- where arcane magic split the continent asunder. In the generation since their cities and artifacts have been looted and smashed by roving hordes of everything from rioting people to drow-led pirates to orcish legions. Still, some civilization has endured, and after a string of surprising victories, Mandalith the Abjurer has declared 'New Berenthal' from the small intact port city of Gwinnith, allying himself to the isolated Dwarven citadels and opening up trade for the first time in human memory, declaring to the world that magic used in self-defence or creation can still do great good. Still, much needs to be done. Scarcely a road is safe to travel, and much of the land is either smoking ruins or held by everything from vengeful Fey and Elementals to Ogre Bandits, and even outlying kingdoms in more 'civilized' lands look upon a nation (openly) ruled by a Wizard still with horror. Heroes- of whatever sort- are desperately needed.
I've been running campaigns now for a good 17 years, and over FGU for about 4, and it's different every time with every group, so I try not to have too many 'expectations' from my players going in. I mostly just keep a deep reservoir of lore and overall plot-arcs on hand, then improvise my way through more sessions than not. What direction things go and what sort of game, and sort of stories get told is very much up to how the players want to play the game- I'm huge on player agency and your choices mattering. My biggest strength is likely that the group can teleport around without warning and I don't bat an eye. Still, that can occasionally clash with players more used to the 'railroad' or 'set-story' type of games where the DM gives them a lot more direction in terms of 'here's where you're supposed to go'. There's never one 'right answer' with me, and the world is far from black-and-white. If that sounds like your cup of tea happy to have you.
FG License: GM has full, so players need only the free demo
Game System: D&D 5e. Minimal QOL changes
Time Zone: Most of us are North American, varies
Day of week and time: Thursdays: 8 PM EST/ 5 PM PST
If new game, planned start date: Oct 5th if people are ready? No rush
Planned Duration & Frequency: 3-3.5 hour sessions, nothing too long. Approximately every other week.
Term: Long term. See how it goes.
Text or Voice: Voice
Main Language used: English
Voice software used: Discord
Will this be recorded and/or live streamed? No, and no video needed. If someone wanted to though wouldn't bother me.
Roleplay & Combat mix: Situational. I try to adjust based on what the group preferences are, or leave options for different types and the group can pick which quests to take.
Number of Players in game & needed: Have 3 players, need 2 more ideally, 3'd be fine.
Character starting level & equipment: Level 1 default. (You'll get things over time not to worry :) )
Character restrictions: Very little, I'm pretty open as long as people are reasonable about things. I have a 1-page doc of minor 'fixes' like e.g Hexblade dips are nerfed slightly.
Details of your scenario: A council of Warlocks once ruled Berenthal with capricious policy, at times wonderful and others tyrannical. But those days are long gone. Like most mages, the Warlocks have been killed or driven underground after the Night of Ruination- where arcane magic split the continent asunder. In the generation since their cities and artifacts have been looted and smashed by roving hordes of everything from rioting people to drow-led pirates to orcish legions. Still, some civilization has endured, and after a string of surprising victories, Mandalith the Abjurer has declared 'New Berenthal' from the small intact port city of Gwinnith, allying himself to the isolated Dwarven citadels and opening up trade for the first time in human memory, declaring to the world that magic used in self-defence or creation can still do great good. Still, much needs to be done. Scarcely a road is safe to travel, and much of the land is either smoking ruins or held by everything from vengeful Fey and Elementals to Ogre Bandits, and even outlying kingdoms in more 'civilized' lands look upon a nation (openly) ruled by a Wizard still with horror. Heroes- of whatever sort- are desperately needed.
I've been running campaigns now for a good 17 years, and over FGU for about 4, and it's different every time with every group, so I try not to have too many 'expectations' from my players going in. I mostly just keep a deep reservoir of lore and overall plot-arcs on hand, then improvise my way through more sessions than not. What direction things go and what sort of game, and sort of stories get told is very much up to how the players want to play the game- I'm huge on player agency and your choices mattering. My biggest strength is likely that the group can teleport around without warning and I don't bat an eye. Still, that can occasionally clash with players more used to the 'railroad' or 'set-story' type of games where the DM gives them a lot more direction in terms of 'here's where you're supposed to go'. There's never one 'right answer' with me, and the world is far from black-and-white. If that sounds like your cup of tea happy to have you.