Game: D&D 5e Group Type: Online DM Experience: Ran 3 Campaigns/Played in about 8 (about two years experience total) Looking For Experience: Any Timezone: EST - U.S. East Coast Roles Sought: 4 - 7 players Game Style: 60-70% Roleplay, 30-40% Combat/Complex Worldbuilding and Plot with a very loose railroad/choices matter + affect future campaigns Platform: Discord, for the most part. Roll20 may occasionally be used, but it is not neccesary to join. Session Start Time: 8:00 PM EST, Weekly on Sundays Session Length is more fixed, with them lasting about 3-4 hours. The World: I use a slightly modified version of the regular Forgotten Realms world, both for my own convenience, as well as the convenience of anyone building characters. The campaigns are all pretty much homebrew at this point, with the events of the first campaign starting during the events of an altered Lost Mine of Phandelver game, and quickly evolving to be completely detached from any official modules in their original form.
Things worth noting: *The biggest flaw in the games I run, I think, tends to be balancing. Campaigns I run have been called dark & gritty, (despite that not being my original intent) with a feeling of the odds being dangerously against the players. For context, my second campaign Doom of Ilonduil was a gestalt (two-classes, one character) campaign going up to level 19, and yet there was a very real sense of anxiety among many of the players for most of the game. The main reason for this is that I setup most overarching threats to be an uphill battle in combat by default. Rather than the CR of the conflict being right at the level of the pcs, it tends to be a bit above, or very much above depending on the circumstances. Of course, part of the balancing issue is that there are edge cases where encounters are either much easier, or much harder than expected, so keep that in mind. The point of that is quite simple: the more stuff accomplished out of combat, the easier things will be inside combat. There are mysteries to be solved, potential allies to make with their own sidequests, hidden lore which may contain secrets of the world, etc. The more you know and the more allies you have, the easier you will find fights to be. You cannot learn everything, nor can you help everyone, but doing nothing, or knowing nothing, puts you at a severe disadvantage. Beyond that, I try to run things RAW in most cases, to make the rulings as fair to all sides as possible. *The world is constantly moving. Just as the party does its own adventures, both individual players and even npcs are likely to be making their own moves behind the scenes. That orc chieftain you let get away might be plotting his revenge, collecting new followers or even rare items before trying to hunt you down. Perhaps the party ranger has been working with a guild of hunters between sessions to try and hunt this chieftain down, causing the ranger, or even party as a whole to become somewhat associated with that guild. Through their actions, the chieftain or the ranger may even draw the attention of another force previously disconnected from the party's antics. This has manifested in prior games has been through (OPTIONAL) minisessions, smaller sessions handled through text or just shorter voice chats. They basically allow more players to follow leads and pursue personal interests the rest of the party isn't really interested in, or aren't able to join in for. Also, if a person can't make it one week, they can still choose to be active in the game that week through a minisession. One or multiple pcs can be involved in a minisession, and they can impact the main game the same as normal sessions. *Evil characters, lawful, neutral, or even chaotic, are not technically banned in this campaign. The option, and even temptation to do harm or even turn on the party exist within the campaign. Characters could join the party with ulterior motives, but more often you'll see pcs already in the party offered a short-cut to fulfilling their personal desires, getting personal advantages, or just getting revenge on someone else who had wronged them. (sometimes another pc) These sorts of deals are not automatically evil, as sometimes neutral or even good entities are forced to deal in the shadows to avoid being noticed by their enemies. Some of the deals offered by forces of evil are not directly harmful to the party's interests, but do at the very least add another potential problem to solve. However, there is always the chance, however slight, that someone in the party is operating against party, without it being known. A pc actively working against the party can be just as dangerous, if not more so than a bbeg. Unless they seriously screw up at hiding their actions, (treating the other party members like npcs is a good way to do that) they are likely to pull off at least one problematic thing. (Such as delivering a maguffin to a servant of the bbeg) poisoning the drinks of certain pcs, etc) The other players always have a brief window to notice these acts, and prevent them from taking hold, as they're given a number of clues to grab onto before its too late.
Rules of Conduct: 1. Don't be a dick. In-character, most things are permitted. However, out of character, harassment, bullying, or other such trouble is going to get you banned. I try to be reasonable with that, so everyone gets a fair warning if they're creating issues for others out of game. If this warning is ignored, you can expect the ban soon enough. 2. Do not show up to the sessions intoxicated or otherwise on the effects of any drugs. Once again, you get one warning.
Game: D&D 5e
Group Type: Online
DM Experience: Ran 3 Campaigns/Played in about 8 (about two years experience total)
Looking For Experience: Any
Timezone: EST - U.S. East Coast
Roles Sought: 4 - 7 players
Game Style: 60-70% Roleplay, 30-40% Combat/Complex Worldbuilding and Plot with a very loose railroad/choices matter + affect future campaigns
Platform: Discord, for the most part. Roll20 may occasionally be used, but it is not neccesary to join.
Session Start Time: 8:00 PM EST, Weekly on Sundays
Session Length is more fixed, with them lasting about 3-4 hours.
The World: I use a slightly modified version of the regular Forgotten Realms world, both for my own convenience, as well as the convenience of anyone building characters. The campaigns are all pretty much homebrew at this point, with the events of the first campaign starting during the events of an altered Lost Mine of Phandelver game, and quickly evolving to be completely detached from any official modules in their original form.
Things worth noting:
*The biggest flaw in the games I run, I think, tends to be balancing. Campaigns I run have been called dark & gritty, (despite that not being my original intent) with a feeling of the odds being dangerously against the players. For context, my second campaign Doom of Ilonduil was a gestalt (two-classes, one character) campaign going up to level 19, and yet there was a very real sense of anxiety among many of the players for most of the game.
The main reason for this is that I setup most overarching threats to be an uphill battle in combat by default. Rather than the CR of the conflict being right at the level of the pcs, it tends to be a bit above, or very much above depending on the circumstances. Of course, part of the balancing issue is that there are edge cases where encounters are either much easier, or much harder than expected, so keep that in mind.
The point of that is quite simple: the more stuff accomplished out of combat, the easier things will be inside combat. There are mysteries to be solved, potential allies to make with their own sidequests, hidden lore which may contain secrets of the world, etc.
The more you know and the more allies you have, the easier you will find fights to be. You cannot learn everything, nor can you help everyone, but doing nothing, or knowing nothing, puts you at a severe disadvantage. Beyond that, I try to run things RAW in most cases, to make the rulings as fair to all sides as possible.
*The world is constantly moving. Just as the party does its own adventures, both individual players and even npcs are likely to be making their own moves behind the scenes. That orc chieftain you let get away might be plotting his revenge, collecting new followers or even rare items before trying to hunt you down. Perhaps the party ranger has been working with a guild of hunters between sessions to try and hunt this chieftain down, causing the ranger, or even party as a whole to become somewhat associated with that guild. Through their actions, the chieftain or the ranger may even draw the attention of another force previously disconnected from the party's antics.
This has manifested in prior games has been through (OPTIONAL) minisessions, smaller sessions handled through text or just shorter voice chats. They basically allow more players to follow leads and pursue personal interests the rest of the party isn't really interested in, or aren't able to join in for. Also, if a person can't make it one week, they can still choose to be active in the game that week through a minisession. One or multiple pcs can be involved in a minisession, and they can impact the main game the same as normal sessions.
*Evil characters, lawful, neutral, or even chaotic, are not technically banned in this campaign. The option, and even temptation to do harm or even turn on the party exist within the campaign. Characters could join the party with ulterior motives, but more often you'll see pcs already in the party offered a short-cut to fulfilling their personal desires, getting personal advantages, or just getting revenge on someone else who had wronged them. (sometimes another pc)
These sorts of deals are not automatically evil, as sometimes neutral or even good entities are forced to deal in the shadows to avoid being noticed by their enemies. Some of the deals offered by forces of evil are not directly harmful to the party's interests, but do at the very least add another potential problem to solve. However, there is always the chance, however slight, that someone in the party is operating against party, without it being known.
A pc actively working against the party can be just as dangerous, if not more so than a bbeg. Unless they seriously screw up at hiding their actions, (treating the other party members like npcs is a good way to do that) they are likely to pull off at least one problematic thing. (Such as delivering a maguffin to a servant of the bbeg) poisoning the drinks of certain pcs, etc) The other players always have a brief window to notice these acts, and prevent them from taking hold, as they're given a number of clues to grab onto before its too late.
Rules of Conduct:
1. Don't be a dick. In-character, most things are permitted. However, out of character, harassment, bullying, or other such trouble is going to get you banned. I try to be reasonable with that, so everyone gets a fair warning if they're creating issues for others out of game. If this warning is ignored, you can expect the ban soon enough.
2. Do not show up to the sessions intoxicated or otherwise on the effects of any drugs. Once again, you get one warning.
Discord Name: Noahbaa#0431
I am possibly interested to join feel free to add my discord to discuss
Kaioryuken#6569
I'm interested. I'm brand new..
https://discord.gg/dNKPVk3n
I'm interested. I've been playing 5E since 2015 and have played multiple races & classes.
My Discord is pdegan2814#9194 and I'm sending a Friend Req
My discord is Wayvonna#4313. I would love to join this campaign, as the ones I was apart of have been stopped, postponed, or haven't even started.
My discord is Phoenix_Belljoy#1005! My friend has already joined your campaign and thinks I might be a good fit!