When weeknight works best for you to play? Every. Montreal/New-York EST zone. Flexible schedule
My favorite ways to play is: Have fun, respect the other players, respect the DM's golden rule, drop puns. If only one person is enjoying the game, it's not fun. I kill in their sleep a character that seriously hinders the group intentionally. No one wants to play with a thorn. And the DM must have fun too. I'm mostly kind and good-oriented.
If you have one, give an example of an event you enjoyed in a previous session you’ve player: When a complex strategy works. Rush'n'bash isn't the only way to win.
Please give an example of a campaign events that you did not enjoy from a previous campaign and help me understand why you didn’t like them: none
Give a summary of what kind of DM you prefer (i.e. laid back and focused on player enjoyment over all else, strict and focused on enforcing the rules over all else, somewhere in between): Simple, clear, expresses his rules (i won't argue), laid back +/-, creative encounters and quests.
If you can’t attend a session, please indicate what you like to have happen to your character: DM's choice. Use me in combat but don't make decisions otherwise. If the personallity allows, I could go in a panick and wait around the corner, or planar-shift for a moment for no reason (side quest op?)
Please indicate any of the following responses that match your expectation for missions: - I'm ok whatever. I'll do my best and that's it. No control over campain.
I like roleplaying where: -Everyone focuses on the group goals
When has it been okay or even fun for your character to die in a game? Always :) hoping I re-roll a new character of same level and join the group again.
By the time we finish a campaign, I want my character to be able to: - drop one last pun
What kind of overarching campaign goals interest you: not picky
How do you feel about GM Improvisation: I love it! Less preparation, same fun.
The next questions are asking about engagement and participation in a campaign.
In previous campaigns, I have enjoyed (please check all that apply):
X Writing character background
- Writing character journals
? Writing session notes. I take notes of what's up with my character, nothing extensive
-Finding/making/painting markers for my and other characters
? Helping others and the DM remember the rules (not the DM, he rules)
X Tracking NPC contacts
X Helping players/the DM in other ways. Describe: find images at DM request, suggesting pee'n'snack breaks :) brainstorm when it seems desired.
In this campaign, I would be willing to and would enjoy (please check all that apply; don’t worry though, I’m not asking for a commitment, and I’m not expecting you will do all of the ones you check or that you will do any of them all of the time):
X Writing character background
-Writing character journals
X Writing session notes
-Finding/making/painting markers for my and other characters
-Helping others and the DM remember the rules
X Tracking NPC contacts
X Helping players/the DM in other ways. Describe: superficially, same anseer as previous questions.
Please let me know what kinds of dramatic events you don’t feel have a place in a game that would be fun for you: None. It's a game. Respect players in RL, but in game, gore a child up to put motivations on our heroes.
Looking forward to hearing from you. PM in DnDBeyond please, or worst case Discord telecino#7131
-To acquire, use, and optimize new spells/powers, abilities, and other resources to make me and the party successful.
-To think cleverly, strategically, or creatively to overcome obstacles or make obstacles easier to defeat.
-To have a character participate in a fun story and hope to be successful.
-To stay in character even when it might hurt me. To get and revel in the spotlight.
-Hey, I’m just here for friends and snacks. So, if I laugh hard and make others laugh, that is a good session.
If you have one, give an example of an event you enjoyed in a previous session you’ve player:
-A friend of mine did a 1v1 arena type thing for earning gold and items and I loved it
Please give an example of campaign events that you did not enjoy from a previous campaign and help me understand why you didn’t like them:
Give a summary of what kind of DM you prefer (i.e. laid back and focused on player enjoyment over all else, strict and focused on enforcing the rules over all else, somewhere in between):
If you can’t attend a session, please indicate what you like to have happened to your character:
-my character should be present and the DM should control them should combat occur
Please indicate any of the following responses that match your expectation for missions:
-I’m okay with failing a mission related to the overall campaign goals.
-I’m okay with failing an overall campaign mission thus far (e.g., prevent a gate from forming to an evil plane) as long as we get new related goals (e.g., fight what comes through the gate and then close the gate).
-I’m okay with failing a mission related to the overall campaign goals as long as we get new goals and those goals may be unrelated (e.g., survive the demon horde pouring through the gate; save/protect the McGuffin from the demon horde).
-I’m only okay with failing side missions that are tangentially or only loosely related to main goals. Beyond that, I like a GM to keep us moving closer to a successful completion of the overall goal.
I like roleplaying where:
-There are group goals, individual goals, and those goals may be different.
-I like individual goals to converge with group goals.
When has it been okay or even fun for your character to die in a game? (Check all that apply.)
-When the GM thought we made serious mistakes and the dice dictating it.
-Character death is less acceptable the longer and more successful my character has been.
-Character death appropriateness is based on my character. If I play a cautious, careful, combat avoid, and combat savvy character, I expect those traits to help the character live longer. If I play a reckless foolish character, I expect death to catch up to the character eventually.
By the time we finish a campaign, I want my character to be able to:
-Influence a small group of people known to him or her
-Influence events in a small group
-Influence events on a local level (neighborhood or small town)
-Influence a large city
-Influence a state or region
-Influence a country
What kind of overarching campaign goals interest you:
-Be loyal to an organization (get orders, fulfill missions)
-Stop an evil organization/evil overlord
-Save the world/universe
-Build up the power/wealth/status of my loyal patron
-See the world
-Explore different cultures
-Get the McGuffin
-Build a menagerie
-Avenge the wronged
-Protect the weak
-Build my power and the power of my friends
How do you feel about GM Improvisation:
-I like a DM to improvise so I can be free to decide what I want to do. I’m willing to accept some gaffes from the DM as sometimes happens when improvising.
The next questions are asking about engagement and participation in a campaign.
In previous campaigns, I have enjoyed (please check all that apply):
-Writing a character background
-Writing session notes
In this campaign, I would be willing to and would enjoy (please check all that apply; don’t worry though, I’m not asking for a commitment, and I’m not expecting you will do all of the ones you check or that you will do any of them all of the time):
-Writing a character background
-Writing character journals
-Writing session notes
As in any D&D game, there is always the likelihood of violence. Not everyone is comfortable with every style. I don’t want any players to be disturbed by the scenes/acts described by the DM or other players.
Please let me know what kinds of dramatic events you don’t feel have a place in a game that would be fun for you:
-To acquire, use, and optimize new spells/powers, abilities, and other resources to make me and the party successful.
-To think cleverly, strategically, or creatively to overcome obstacles or make obstacles easier to defeat.
-Me bash!
-To play the same kind of character I usually play in most campaigns.
-To have a character participate in a fun story and hopefully to be successful.
-To stay in character even when it might hurt me. To get and revel in the spotlight.
-Hey, I’m just here for friends and snacks. So, if I laugh hard and make others laugh, that is a good session.
If you have one, give an example of an event you enjoyed in a previous session you’ve player: We were confronting the BBEG of our first arc, and I was playing a level 5 paladin. The dm brought another friend and fellow dm to play the BBEG, who was werewolf. One of our players rushed in and was downed, and was picked up and used as a hostage to secure his escape. Playing a vengeance paladin, I went in for the kill anyway, much to everyone's surprise. I ended up winning the fight, at the cost of my ally. It was great having another person play the BBEG, as it gave a feeling that he was a separate entity from the dm, and provided much more character and gave the encounter much more impact.
Please give an example of a campaign events that you did not enjoy from a previous campaign and help me understand why you didn’t like them: I was playing in a campaign where the dm played the monsters straight out of the book, with no variations. It was ok for the first 3 levels, but we quickly became overpowered, and no one was even downed after the 3rd level. It took a lot of the game away, being totally overpowered. It seemed as if we were basically walking gods, and the campaign got boring and monotonous.
Give a summary of what kind of DM you prefer (i.e. laid back and focused on player enjoyment over all else, strict and focused on enforcing the rules over all else, somewhere in between): I like a balance between enforcing the rules and focusing on enjoyment. Some of the rules need to be strictly enforced, but for some, they can really bog the game down and make it more of a chore.
If you can’t attend a session, please indicate what you like to have happen to your character:
-my character should be present and the DM should control them should combat occur
-I prefer my character be considered absent from the events of that session
Please indicate any of the following responses that match your expectation for missions:
-I’m okay with failing a mission related to the overall campaign goals.
-I’m okay with failing an overall campaign mission thus far (e.g., prevent a gate from forming to an evil plane) as long as we get new related goals (e.g., fight what comes through the gate and then close the gate).
-I’m okay with failing a mission related to the overall campaign goals as long as we get new goals and those goals may be unrelated (e.g., survive the demon horde pouring through the gate; save/protect the McGuffin from the demon horde).
-I’m only okay with failing side missions that are tangentially or only loosely related to main goals. Beyond that, I like a GM to keep us moving closer to a successful completion of the over all goal.
-I’m okay with failing. Period. Even the whole campaign.
-Though I know the party won’t be perfect, I really need every mission to end with at least a modicum of success.
-I prefer the party to set its own goals and don’t want a given goal in the GM’s mind before we create characters or before we start a mission.
I like roleplaying where:
-Everyone focuses on the group goals
-There are group goals, individual goals, and those goals may be different.
-I like individual goals to converge with group goals.
When has it been okay or even fun for your character to die in a game? (Check all that apply.)
-Never. How could that even be fun?
-When the character can be resurrected and eventually catch up to other characters in power level.
-When it forwarded a plot overall or made a very dramatic enjoyable scene.
-When the GM thought we made serious mistakes and the dice dictating it.
-When I got an awesome death monologue.
-When I had something else to do at the table afterward.
-The acceptability of character death is inversely proportional to the amount of time it takes to create a new character.
-Character death is more acceptable the longer and more successful my character has been.
-Character death is less acceptable the longer and more successful my character has been.
-Character death appropriateness is based on my character. If I play a cautious, careful, combat avoid, and combat savvy character, I expect those traits to help the character live longer. If I play a reckless foolish character, I expect death to catch up to the character eventually.
-It is okay to me if other characters die for character/story reasons but not if it affects my character too much.
By the time we finish a campaign, I want my character to be able to:
-Influence a small group of people known to him or her
-Influence events in a small group
-Influence events on a local level (neighborhood or small town)
-Influence a large city
-Influence a state or region
-Influence a country
-Influence a world
-Influence a plane
-Influence the fabric of reality
What kind of overarching campaign goals interest you:
-Halt a danger to a home town
-Fight a war of defense
-Be loyal to an organization (get orders, fulfill missions)
-Stop an evil organization/evil overlord
-Save the world/universe
-Stop the internal power grab within my organization/country
-Build up the power/wealth/status of my loyal patron
-See the world
-Explore different cultures
-Get the McGuffin
-Build a menagerie
-Avenge the wronged
-Protect the weak
-Build my power and the power of my friends
How do you feel about GM Improvisation:
-I like a DM to improvise so I can be free to decide what I want to do. I’m willing to accept some gaffes from the DM as sometimes happens when improvising.
-I like a well-planned, well balanced adventure and am willing to accept some railroading so the DM can meet that need.
-I like a well-balanced seamless but improvised adventure and get frustrated by GM mistakes
The next questions are asking about engagement and participation in a campaign.
In previous campaigns, I have enjoyed (please check all that apply):
-Writing character background
-Writing character journals
-Writing session notes
-Finding/making/painting markers for my and other characters
-Helping others and the DM remember the rules
-Tracking NPC contacts
-Helping players/the DM in other ways. Describe: Being a veteran player, I have helped new players and dms to learn the game, as well as made props and terrain pieces for the table to use as well. I have also filled in for other players and dms when they couldn't make their sessions, playing entirely based on their notes.
In this campaign, I would be willing to and would enjoy (please check all that apply; don’t worry though, I’m not asking for a commitment, and I’m not expecting you will do all of the ones you check or that you will do any of them all of the time):
-Writing character background
-Writing character journals
-Writing session notes
-Finding/making/painting markers for my and other characters
-Helping others and the DM remember the rules
-Tracking NPC contacts
-Helping players/the DM in other ways. Describe Really whatever is needed to help and keep the campaign moving forward, as well as make the story more immersive.
As in any D&D game, there is always the likelihood of violence. Not everyone is comfortable with every style. I don’t want any players to be disturbed by the scenes/acts described by the DM or other players.
Please let me know what kinds of dramatic events you don’t feel have a place in a game that would be fun for you:
I think anything can be done in both good ways and bad, although I do prefer keeping real-world politics and issues from directly influencing the story to be the best advice. This is supposed to be an escape from reality, as well as an enjoyable time for everyone, and using the game to further any political or personal agendas is taking away from the spirit of that. This should be all inclusive, rather than divisive.
My favorite way to play is to stay in character, even if it will hurt said character.I’m not all about the spotlight, but don’t mind it when I do get it.
One of my favorite sessions that I’ve recently played, my character’s Patron took over his body to “Get things done” and caused a lot of pain and suffering.Playing a very hurt, distraught character was a challenge, but well worth it in the long run.
I very much believe in player knowledge vs. character knowledge.One of my players was getting advise from someone not playing on how to play their character and what to do.I had to hold my tongue and did not enjoy the experience.
An ideal GM for me would be someone who guides the story when needed, but lets the players have free reign if they go on a tangent and it is within character to the point that it enhances the game.Such as a shopping episode where the players get to know each other better.
If i am absent from a session, i wouldn’t mind if the DM or even other players control them from the background.Obviously I’d be hurt if i died and wasn’t even there to hear about it.
As far as failing missions, I prefer to have consequences. It makes for good character development and makes the characters and players work harder, most of the time, to achieve bigger or long term goals.If they ultimately fail, then maybe finding a new way to confront them could be an option.
I like roleplaying where there are group goals, individual goals, and those goals may be different.
When has it been okay or even fun for your character to die in a game? (Check all that apply.)
-When the character can be resurrected and eventually catch up to other characters in power level.
-When it forwarded a plot overall or made a very dramatic enjoyable scene.
-When the GM thought we made serious mistakes and the dice dictating it.
-When I got an awesome death monologue.
-Character death appropriateness is based on my character. If I play a cautious, careful, combat avoid, and combat savvy character, I expect those traits to help the character live longer. If I play a reckless foolish character, I expect death to catch up to the character eventually.
By the time we finish the campaign I want my character to be able to influence a city, at least.
What kind of overarching campaign goals interest you:
-Halt a danger to a home town
-Fight a war of defense
-Be loyal to an organization (get orders, fulfill missions)
-Stop an evil organization/evil overlord
-Save the world/universe
-Stop the internal power grab within my organization/country
-Build up the power/wealth/status of my loyal patron
-See the world
-Explore different cultures
-Get the McGuffin
-Build a menagerie
-Avenge the wronged
-Protect the weak
-Build my power and the power of my friends
All of the above.All different types of challenges.They all have their own appeal.
How do you feel about GM Improvisation:
-I like a DM to improvise so I can be free to decide what I want to do. I’m willing to accept some gaffes from the DM as sometimes happens when improvising.
In previous campaigns, I have enjoyed (please check all that apply):
-Writing character background
-Writing character journals
-Writing session notes
-Finding/making/painting markers for my and other characters
In this campaign, I would be willing to and would enjoy (please check all that apply; don’t worry though, I’m not asking for a commitment, and I’m not expecting you will do all of the ones you check or that you will do any of them all of the time):
-Writing character background
-Writing character journals
-Writing session notes
-Finding/making/painting markers for my and other characters
-Helping others and the DM remember the rules
I’m pretty open to most styles of play and what goes on in them. I understand that violence happens, and even write it into some of my backstories.I’m not too worried about it.But I try to play my character true to their nature, so these things might get a reaction from them.
Thank you for your consideration.My discord if Sirhoggle#5996.
I Like heavy RP with some combat. I get into the world and character I play and prefer to do what my character would do rather than what might be "perfect" (I try not to make jerks). I like making characters with flaws though as it makes them feel more like a real person. If you are familiar with Critical Role then you have a decent example of the player I try to be (and I think I'm decent at it)
If you have one, give an example of an event you enjoyed in a previous session you’ve player:
One of my main characters just hit level 20 and we are one session from our 50th and likely final session. He just had a big talk with his estranged father who is the leader of a government organization called the Inquisition. In it he discovered that his father was distant and cold to keep his evil mother from realizing she could use that. They bonded for the first time. It was a big scene and I won't tell you the whole thing here, but it was emotionally heavy for both my character and myself.
Please give an example of a campaign events that you did not enjoy from a previous campaign and help me understand why you didn’t like them:
For that same campaign, there was an antagonistic player character that slowed the campaign down by several sessions with incessant provocation of my paladin. He wanted to have an evil character with a redemption arc but he was just unbearable to be around. He got himself killed and nearly my character as well due to his sense of responsibility. Basically I can't stand PVP/Infighting unless it's in good fun.
Give a summary of what kind of DM you prefer (i.e. laid back and focused on player enjoyment over all else, strict and focused on enforcing the rules over all else, somewhere in between):
I like a laid back DM who cares about the rules but thinks that the rule of cool is a little more important sometimes
If you can’t attend a session, please indicate what you like to have happen to your character:
-my character should be present and the DM should control them should combat occur
If I have grown to trust a player I may ask them to "Jæger" me instead so the DM doesn't have to.
Please indicate any of the following responses that match your expectation for missions:
indicating w/ an asterisk at the end.
-I’m okay with failing a mission related to the overall campaign goals. *
-I’m okay with failing an overall campaign mission thus far (e.g., prevent a gate from forming to an evil plane) as long as we get new related goals (e.g., fight what comes through the gate and then close the gate).*
-I’m okay with failing a mission related to the overall campaign goals as long as we get new goals and those goals may be unrelated (e.g., survive the demon horde pouring through the gate; save/protect the McGuffin from the demon horde). *
-I’m only okay with failing side missions that are tangentially or only loosely related to main goals. Beyond that, I like a GM to keep us moving closer to a successful completion of the over all goal. *
-I’m okay with failing. Period. Even the whole campaign. *
-Though I know the party won’t be perfect, I really need every mission to end with at least a modicum of success.
-I prefer the party to set its own goals and don’t want a given goal in the GM’s mind before we create characters or before we start a mission.
I like roleplaying where:
-Everyone focuses on the group goals
-There are group goals, individual goals, and those goals may be different. * (but not opposed. that leads to fear>hate>suffering)
-I like individual goals to converge with group goals.
When has it been okay or even fun for your character to die in a game? (Check all that apply.)
-Never. How could that even be fun?
-When the character can be resurrected and eventually catch up to other characters in power level. *
-When it forwarded a plot overall or made a very dramatic enjoyable scene. *
-When the GM thought we made serious mistakes and the dice dictating it. *
-When I got an awesome death monologue.
-When I had something else to do at the table afterward.
-The acceptability of character death is inversely proportional to the amount of time it takes to create a new character.
-Character death is more acceptable the longer and more successful my character has been. *
-Character death is less acceptable the longer and more successful my character has been.
-Character death appropriateness is based on my character. If I play a cautious, careful, combat avoid, and combat savvy character, I expect those traits to help the character live longer. If I play a reckless foolish character, I expect death to catch up to the character eventually.
-It is okay to me if other characters die for character/story reasons but not if it affects my character too much.
By the time we finish a campaign, I want my character to be able to:
-Influence a small group of people known to him or her
-Influence events in a small group
-Influence events on a local level (neighborhood or small town)
-Influence a large city
-Influence a state or region * (really i'm flexible on this, but this is probably the sweet spot)
-Influence a country
-Influence a world
-Influence a plane
-Influence the fabric of reality
What kind of overarching campaign goals interest you:
-Halt a danger to a home town *
-Fight a war of defense
-Be loyal to an organization (get orders, fulfill missions)
-Stop an evil organization/evil overlord *
-Save the world/universe *
-Stop the internal power grab within my organization/country *
-Build up the power/wealth/status of my loyal patron
-See the world *
-Explore different cultures *
-Get the McGuffin *
-Build a menagerie *
-Avenge the wronged *
-Protect the weak *
-Build my power and the power of my friends *
How do you feel about GM Improvisation:
-I like a DM to improvise so I can be free to decide what I want to do. I’m willing to accept some gaffes from the DM as sometimes happens when improvising. *
-I like a well-planned, well balanced adventure and am willing to accept some railroading so the DM can meet that need.
-I like a well-balanced seamless but improvised adventure and get frustrated by GM mistakes
The next questions are asking about engagement and participation in a campaign.
In previous campaigns, I have enjoyed (please check all that apply):
-Writing character background *
-Writing character journals *
-Writing session notes (i'm a terrible note taker)
-Finding/making/painting markers for my and other characters
-Helping others and the DM remember the rules * (though i try not to argue and will not always correct)
-Tracking NPC contacts
-Helping players/the DM in other ways. Describe: I can make good maps on Inkarnate I help players make decisions their characters make and build their characters off screen.
In this campaign, I would be willing to and would enjoy (please check all that apply; don’t worry though, I’m not asking for a commitment, and I’m not expecting you will do all of the ones you check or that you will do any of them all of the time):
-Writing character background *
-Writing character journals *
-Writing session notes
-Finding/making/painting markers for my and other characters (I'm not sure what you mean by this)
-Helping others and the DM remember the rules*
-Tracking NPC contacts *
-Helping players/the DM in other ways. Describe other than what I notated above, I'm sure I would find lots of little ways to help. I'm also good at finding inspiring art on pinterest but I won't steal it.
As in any D&D game, there is always the likelihood of violence. Not everyone is comfortable with every style. I don’t want any players to be disturbed by the scenes/acts described by the DM or other players.
Please let me know what kinds of dramatic events you don’t feel have a place in a game that would be fun for you:
Descriptions of graphic violence/gore
Violence against
innocents
women
children
animals
men
Torture
Dismemberment
Insults
Kidnapping
Threats
Other: I'm fine with this in general, though I'm not down for Sexual violence, in-party fighting or anything so detailed it becomes off-putting to an audience in general
Well, that’s about it. It’s a lot, I know, but I want this game to be fun and long running and the most important thing to making that happen is finding the right players. I will acknowledge anyone who shows interest, and then arrange a video chat with everyone to make sure the fit is right. Thank you and I look forward to hearing from you.
my name is Peter and I am applying for the position of player, hopefully you see this as I am interested in playing,
When weeknight works best for you to play?
I am available Mon-Wed-Thursday-Friday
My favorite ways to play is:
My favorite was to play is just seeing the world unravel and knowing that I am part of that story and just interacting with the world built for me is my favorite way to play
Please give an example of a campaign events that you did not enjoy from a previous campaign and help me understand why you didn’t like them:
The DM telling the party that we had several weeks of downtime the immediately throwing us into a side quest with no option to refuse
Give a summary of what kind of DM you prefer (i.e. laid back and focused on player enjoyment over all else, strict and focused on enforcing the rules over all else, somewhere in between):
I prefer a DM that is laid back with some extent "if the action is possible then hey go for it and if not then it simply cannot be done"
If you can’t attend a session, please indicate what you like to have happen to your character:
I prefer to not be attending the party incase the character is killed, I would enjoy more that if the character is killed then id be the one that unintentionally kills him, unless it is a sacrifice
Please indicate any of the following responses that match your expectation for missions:
If the fight is too powerful then a retreat is what we have to do, and I'm fine with that, maybe even make the sacrifice play and try and hold the enemy back while the party escapes
I like roleplaying where:
I like when we help each other with our backstories and when the all intertwine, working together is what will get us through it
When has it been okay or even fun for your character to die in a game?
To be honest, when a character dies, in my opinion is fun all the time, because that is the mystery, on which day will I have a bad dice day
By the time we finish a campaign, I want my character to be able to:
If my character survives then maybe just retire and become an elder in a town and tell stories of my adventures and the people you meet along the way
What kind of overarching campaign goals interest you:
Fight a war of defense
Stop an evil organization/evil overlord
See the world
Explore different cultures
How do you feel about GM Improvisation:
I love when a DM improvs, keeps the players on edge and brings all the more excitement to the table
In previous campaigns, I have enjoyed
I have enjoyed writing character backstories
In this campaign, I would be willing to and would enjoy
track NPC contacts
As per the last question, for me it is just a game, so violence to anyone is fine in the game
Hopefully I answered all your questions and that i am selected to attend this party of brave souls
Thank you for your patience
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Good luck. That's all I can say.
The next questions are asking about engagement and participation in a campaign.
X Writing character background
- Writing character journals? Writing session notes. I take notes of what's up with my character, nothing extensive
-Finding/making/painting markers for my and other characters? Helping others
and the DMremember the rules (not the DM, he rules)X Tracking NPC contacts
X Helping players/the DM in other ways. Describe: find images at DM request, suggesting pee'n'snack breaks :) brainstorm when it seems desired.
X Writing character background
-Writing character journalsX Writing session notes
-Finding/making/painting markers for my and other characters-Helping others and the DM remember the rulesX Tracking NPC contacts
X Helping players/the DM in other ways. Describe: superficially, same anseer as previous questions.
Please let me know what kinds of dramatic events you don’t feel have a place in a game that would be fun for you: None. It's a game. Respect players in RL, but in game, gore a child up to put motivations on our heroes.
Looking forward to hearing from you. PM in DnDBeyond please, or worst case Discord telecino#7131
-Weekdays 7-12 pm EST or Weekends 12-11 pm EST
-To acquire, use, and optimize new spells/powers, abilities, and other resources to make me and the party successful.
-To think cleverly, strategically, or creatively to overcome obstacles or make obstacles easier to defeat.
-To have a character participate in a fun story and hope to be successful.
-To stay in character even when it might hurt me. To get and revel in the spotlight.
-Hey, I’m just here for friends and snacks. So, if I laugh hard and make others laugh, that is a good session.
-A friend of mine did a 1v1 arena type thing for earning gold and items and I loved it
-my character should be present and the DM should control them should combat occur
-I’m okay with failing a mission related to the overall campaign goals.
-I’m okay with failing an overall campaign mission thus far (e.g., prevent a gate from forming to an evil plane) as long as we get new related goals (e.g., fight what comes through the gate and then close the gate).
-I’m okay with failing a mission related to the overall campaign goals as long as we get new goals and those goals may be unrelated (e.g., survive the demon horde pouring through the gate; save/protect the McGuffin from the demon horde).
-I’m only okay with failing side missions that are tangentially or only loosely related to main goals. Beyond that, I like a GM to keep us moving closer to a successful completion of the overall goal.
-There are group goals, individual goals, and those goals may be different.
-I like individual goals to converge with group goals.
-When the GM thought we made serious mistakes and the dice dictating it.
-Character death is less acceptable the longer and more successful my character has been.
-Character death appropriateness is based on my character. If I play a cautious, careful, combat avoid, and combat savvy character, I expect those traits to help the character live longer. If I play a reckless foolish character, I expect death to catch up to the character eventually.
-Influence a small group of people known to him or her
-Influence events in a small group
-Influence events on a local level (neighborhood or small town)
-Influence a large city
-Influence a state or region
-Influence a country
-Be loyal to an organization (get orders, fulfill missions)
-Stop an evil organization/evil overlord
-Save the world/universe
-Build up the power/wealth/status of my loyal patron
-See the world
-Explore different cultures
-Get the McGuffin
-Build a menagerie
-Avenge the wronged
-Protect the weak
-Build my power and the power of my friends
-I like a DM to improvise so I can be free to decide what I want to do. I’m willing to accept some gaffes from the DM as sometimes happens when improvising.
The next questions are asking about engagement and participation in a campaign.
-Writing a character background
-Writing session notes
-Writing a character background
-Writing character journals
-Writing session notes
As in any D&D game, there is always the likelihood of violence. Not everyone is comfortable with every style. I don’t want any players to be disturbed by the scenes/acts described by the DM or other players.
Please let me know what kinds of dramatic events you don’t feel have a place in a game that would be fun for you:
Descriptions of graphic violence/gore
Violence against
innocents
women
children
animals
men
Torture
Dismemberment
Insults
Kidnapping
Threats
Other
Monday's - Thursday typically work for me
-To acquire, use, and optimize new spells/powers, abilities, and other resources to make me and the party successful.-To think cleverly, strategically, or creatively to overcome obstacles or make obstacles easier to defeat.
-Me bash!-To play the same kind of character I usually play in most campaigns.-To have a character participate in a fun story and hopefully to be successful.
-To stay in character even when it might hurt me. To get and revel in the spotlight.
-Hey, I’m just here for friends and snacks. So, if I laugh hard and make others laugh, that is a good session.-my character should be present and the DM should control them should combat occur
-I prefer my character be considered absent from the events of that session-I’m okay with failing a mission related to the overall campaign goals.
-I’m okay with failing an overall campaign mission thus far (e.g., prevent a gate from forming to an evil plane) as long as we get new related goals (e.g., fight what comes through the gate and then close the gate).
-I’m okay with failing a mission related to the overall campaign goals as long as we get new goals and those goals may be unrelated (e.g., survive the demon horde pouring through the gate; save/protect the McGuffin from the demon horde).
-I’m only okay with failing side missions that are tangentially or only loosely related to main goals. Beyond that, I like a GM to keep us moving closer to a successful completion of the over all goal.-I’m okay with failing. Period. Even the whole campaign.
-Though I know the party won’t be perfect, I really need every mission to end with at least a modicum of success.-I prefer the party to set its own goals and don’t want a given goal in the GM’s mind before we create characters or before we start a mission.-Everyone focuses on the group goals-There are group goals, individual goals, and those goals may be different.
-I like individual goals to converge with group goals.-Never. How could that even be fun?-When the character can be resurrected and eventually catch up to other characters in power level.
-When it forwarded a plot overall or made a very dramatic enjoyable scene.
-When the GM thought we made serious mistakes and the dice dictating it.
-When I got an awesome death monologue.
-When I had something else to do at the table afterward.-The acceptability of character death is inversely proportional to the amount of time it takes to create a new character.-Character death is more acceptable the longer and more successful my character has been.-Character death is less acceptable the longer and more successful my character has been.-Character death appropriateness is based on my character. If I play a cautious, careful, combat avoid, and combat savvy character, I expect those traits to help the character live longer. If I play a reckless foolish character, I expect death to catch up to the character eventually.
-It is okay to me if other characters die for character/story reasons but not if it affects my character too much.-
Influence a small group of people known to him or her-Influence events in a small group-Influence events on a local level (neighborhood or small town)-Influence a large city-Influence a state or region-Influence a country
-Influence a world
-Influence a plane
-Influence the fabric of reality
-Halt a danger to a home town
-Fight a war of defense
-Be loyal to an organization (get orders, fulfill missions)
-Stop an evil organization/evil overlord
-Save the world/universe
-Stop the internal power grab within my organization/country
-Build up the power/wealth/status of my loyal patron
-See the world
-Explore different cultures
-Get the McGuffin
-Build a menagerie
-Avenge the wronged
-Protect the weak
-Build my power and the power of my friends
-I like a DM to improvise so I can be free to decide what I want to do. I’m willing to accept some gaffes from the DM as sometimes happens when improvising.
-I like a well-planned, well balanced adventure and am willing to accept some railroading so the DM can meet that need.
-I like a well-balanced seamless but improvised adventure and get frustrated by GM mistakesThe next questions are asking about engagement and participation in a campaign.
-Writing character background
-Writing character journals
-Writing session notes
-Finding/making/painting markers for my and other characters
-Helping others and the DM remember the rules
-Tracking NPC contacts
-Helping players/the DM in other ways. Describe: Being a veteran player, I have helped new players and dms to learn the game, as well as made props and terrain pieces for the table to use as well. I have also filled in for other players and dms when they couldn't make their sessions, playing entirely based on their notes.
-Writing character background
-Writing character journals
-Writing session notes
-Finding/making/painting markers for my and other characters
-Helping others and the DM remember the rules
-Tracking NPC contacts
-Helping players/the DM in other ways. Describe Really whatever is needed to help and keep the campaign moving forward, as well as make the story more immersive.
Please let me know what kinds of dramatic events you don’t feel have a place in a game that would be fun for you:
I think anything can be done in both good ways and bad, although I do prefer keeping real-world politics and issues from directly influencing the story to be the best advice. This is supposed to be an escape from reality, as well as an enjoyable time for everyone, and using the game to further any political or personal agendas is taking away from the spirit of that. This should be all inclusive, rather than divisive.
Hello,
Wednesday and Thursday nights work best for me.
My favorite way to play is to stay in character, even if it will hurt said character. I’m not all about the spotlight, but don’t mind it when I do get it.
One of my favorite sessions that I’ve recently played, my character’s Patron took over his body to “Get things done” and caused a lot of pain and suffering. Playing a very hurt, distraught character was a challenge, but well worth it in the long run.
I very much believe in player knowledge vs. character knowledge. One of my players was getting advise from someone not playing on how to play their character and what to do. I had to hold my tongue and did not enjoy the experience.
An ideal GM for me would be someone who guides the story when needed, but lets the players have free reign if they go on a tangent and it is within character to the point that it enhances the game. Such as a shopping episode where the players get to know each other better.
If i am absent from a session, i wouldn’t mind if the DM or even other players control them from the background. Obviously I’d be hurt if i died and wasn’t even there to hear about it.
As far as failing missions, I prefer to have consequences. It makes for good character development and makes the characters and players work harder, most of the time, to achieve bigger or long term goals. If they ultimately fail, then maybe finding a new way to confront them could be an option.
I like roleplaying where there are group goals, individual goals, and those goals may be different.
-When the character can be resurrected and eventually catch up to other characters in power level.
-When it forwarded a plot overall or made a very dramatic enjoyable scene.
-When the GM thought we made serious mistakes and the dice dictating it.
-When I got an awesome death monologue.
-Character death appropriateness is based on my character. If I play a cautious, careful, combat avoid, and combat savvy character, I expect those traits to help the character live longer. If I play a reckless foolish character, I expect death to catch up to the character eventually.
By the time we finish the campaign I want my character to be able to influence a city, at least.
-Halt a danger to a home town
-Fight a war of defense
-Be loyal to an organization (get orders, fulfill missions)
-Stop an evil organization/evil overlord
-Save the world/universe
-Stop the internal power grab within my organization/country
-Build up the power/wealth/status of my loyal patron
-See the world
-Explore different cultures
-Get the McGuffin
-Build a menagerie
-Avenge the wronged
-Protect the weak
-Build my power and the power of my friends
All of the above. All different types of challenges. They all have their own appeal.
-I like a DM to improvise so I can be free to decide what I want to do. I’m willing to accept some gaffes from the DM as sometimes happens when improvising.
-Writing character background
-Writing character journals
-Writing session notes
-Finding/making/painting markers for my and other characters
-Writing character background
-Writing character journals
-Writing session notes
-Finding/making/painting markers for my and other characters
-Helping others and the DM remember the rules
I’m pretty open to most styles of play and what goes on in them. I understand that violence happens, and even write it into some of my backstories. I’m not too worried about it. But I try to play my character true to their nature, so these things might get a reaction from them.
Thank you for your consideration. My discord if Sirhoggle#5996.
David
Any day except wed/th works, Friday is best
I Like heavy RP with some combat. I get into the world and character I play and prefer to do what my character would do rather than what might be "perfect" (I try not to make jerks).
I like making characters with flaws though as it makes them feel more like a real person. If you are familiar with Critical Role then you have a decent example of the player I try to be (and I think I'm decent at it)
One of my main characters just hit level 20 and we are one session from our 50th and likely final session. He just had a big talk with his estranged father who is the leader of a government organization called the Inquisition. In it he discovered that his father was distant and cold to keep his evil mother from realizing she could use that. They bonded for the first time. It was a big scene and I won't tell you the whole thing here, but it was emotionally heavy for both my character and myself.
For that same campaign, there was an antagonistic player character that slowed the campaign down by several sessions with incessant provocation of my paladin. He wanted to have an evil character with a redemption arc but he was just unbearable to be around. He got himself killed and nearly my character as well due to his sense of responsibility. Basically I can't stand PVP/Infighting unless it's in good fun.
I like a laid back DM who cares about the rules but thinks that the rule of cool is a little more important sometimes
-my character should be present and the DM should control them should combat occur
If I have grown to trust a player I may ask them to "Jæger" me instead so the DM doesn't have to.
indicating w/ an asterisk at the end.
-I’m okay with failing a mission related to the overall campaign goals. *
-I’m okay with failing an overall campaign mission thus far (e.g., prevent a gate from forming to an evil plane) as long as we get new related goals (e.g., fight what comes through the gate and then close the gate).*
-I’m okay with failing a mission related to the overall campaign goals as long as we get new goals and those goals may be unrelated (e.g., survive the demon horde pouring through the gate; save/protect the McGuffin from the demon horde). *
-I’m only okay with failing side missions that are tangentially or only loosely related to main goals. Beyond that, I like a GM to keep us moving closer to a successful completion of the over all goal. *
-I’m okay with failing. Period. Even the whole campaign. *
-Though I know the party won’t be perfect, I really need every mission to end with at least a modicum of success.
-I prefer the party to set its own goals and don’t want a given goal in the GM’s mind before we create characters or before we start a mission.
-Everyone focuses on the group goals
-There are group goals, individual goals, and those goals may be different. * (but not opposed. that leads to fear>hate>suffering)
-I like individual goals to converge with group goals.
-Never. How could that even be fun?
-When the character can be resurrected and eventually catch up to other characters in power level. *
-When it forwarded a plot overall or made a very dramatic enjoyable scene. *
-When the GM thought we made serious mistakes and the dice dictating it. *
-When I got an awesome death monologue.
-When I had something else to do at the table afterward.
-The acceptability of character death is inversely proportional to the amount of time it takes to create a new character.
-Character death is more acceptable the longer and more successful my character has been. *
-Character death is less acceptable the longer and more successful my character has been.
-Character death appropriateness is based on my character. If I play a cautious, careful, combat avoid, and combat savvy character, I expect those traits to help the character live longer. If I play a reckless foolish character, I expect death to catch up to the character eventually.
-It is okay to me if other characters die for character/story reasons but not if it affects my character too much.
-Influence a small group of people known to him or her
-Influence events in a small group
-Influence events on a local level (neighborhood or small town)
-Influence a large city
-Influence a state or region * (really i'm flexible on this, but this is probably the sweet spot)
-Influence a country
-Influence a world
-Influence a plane
-Influence the fabric of reality
-Halt a danger to a home town *
-Fight a war of defense
-Be loyal to an organization (get orders, fulfill missions)
-Stop an evil organization/evil overlord *
-Save the world/universe *
-Stop the internal power grab within my organization/country *
-Build up the power/wealth/status of my loyal patron
-See the world *
-Explore different cultures *
-Get the McGuffin *
-Build a menagerie *
-Avenge the wronged *
-Protect the weak *
-Build my power and the power of my friends *
-I like a DM to improvise so I can be free to decide what I want to do. I’m willing to accept some gaffes from the DM as sometimes happens when improvising. *
-I like a well-planned, well balanced adventure and am willing to accept some railroading so the DM can meet that need.
-I like a well-balanced seamless but improvised adventure and get frustrated by GM mistakes
The next questions are asking about engagement and participation in a campaign.
-Writing character background *
-Writing character journals *
-Writing session notes (i'm a terrible note taker)
-Finding/making/painting markers for my and other characters
-Helping others and the DM remember the rules * (though i try not to argue and will not always correct)
-Tracking NPC contacts
-Helping players/the DM in other ways. Describe: I can make good maps on Inkarnate
I help players make decisions their characters make and build their characters off screen.
-Writing character background *
-Writing character journals *
-Writing session notes
-Finding/making/painting markers for my and other characters (I'm not sure what you mean by this)
-Helping others and the DM remember the rules*
-Tracking NPC contacts *
-Helping players/the DM in other ways. Describe
other than what I notated above, I'm sure I would find lots of little ways to help. I'm also good at finding inspiring art on pinterest but I won't steal it.
Please let me know what kinds of dramatic events you don’t feel have a place in a game that would be fun for you:
Descriptions of graphic violence/gore
Violence against
innocents
women
children
animals
men
Torture
Dismemberment
Insults
Kidnapping
Threats
Other: I'm fine with this in general, though I'm not down for Sexual violence, in-party fighting or anything so detailed it becomes off-putting to an audience in general
Well, that’s about it. It’s a lot, I know, but I want this game to be fun and long running and the most important thing to making that happen is finding the right players. I will acknowledge anyone who shows interest, and then arrange a video chat with everyone to make sure the fit is right. Thank you and I look forward to hearing from you.
Si vis pacem, deos occidere.
is this even still supposed to be open? At first glance I thought the post was newer than it was.
Si vis pacem, deos occidere.
hello there,
my name is Peter and I am applying for the position of player, hopefully you see this as I am interested in playing,
I am available Mon-Wed-Thursday-Friday
My favorite was to play is just seeing the world unravel and knowing that I am part of that story and just interacting with the world built for me is my favorite way to play
The DM telling the party that we had several weeks of downtime the immediately throwing us into a side quest with no option to refuse
I prefer a DM that is laid back with some extent "if the action is possible then hey go for it and if not then it simply cannot be done"
I prefer to not be attending the party incase the character is killed, I would enjoy more that if the character is killed then id be the one that unintentionally kills him, unless it is a sacrifice
If the fight is too powerful then a retreat is what we have to do, and I'm fine with that, maybe even make the sacrifice play and try and hold the enemy back while the party escapes
I like when we help each other with our backstories and when the all intertwine, working together is what will get us through it
When has it been okay or even fun for your character to die in a game?
To be honest, when a character dies, in my opinion is fun all the time, because that is the mystery, on which day will I have a bad dice day
If my character survives then maybe just retire and become an elder in a town and tell stories of my adventures and the people you meet along the way
Fight a war of defense
Stop an evil organization/evil overlord
See the world
Explore different cultures
I love when a DM improvs, keeps the players on edge and brings all the more excitement to the table
In previous campaigns, I have enjoyed
I have enjoyed writing character backstories
In this campaign, I would be willing to and would enjoy
track NPC contacts
As per the last question, for me it is just a game, so violence to anyone is fine in the game
Hopefully I answered all your questions and that i am selected to attend this party of brave souls
Thank you for your patience