I'm trying to gather a group of players for an online play-by-post campaign on these forums, probably using a homebrew world I've been working on for some time. I've gotten most of the campaign starting area roughed out as well as the basic nations and cultures of the larger world, and have finer details far enough along now that I've created a campaign template for it on this site (including content sharing of what I own (basic books, most or all of Witchlight, Xanathar's Guide to Everything, Van Richten's Guide to Ravenloft, Tasha's Cauldron of Everything, and Mordenkainen's Feindish Folio #1; along with miscellaneous content from Acquisitions Incorporated. Eberron, and Wildemount). I was actually considering whether I was ready to create a "looking for players" post when I saw this,
I learned to play D&D VERY early on in its development ... essentially the first Dungeons and Dragons to be released, the red boxed Basic set where the alignments were purely Moorcockian Law/Neutrality/Chaos with no Good/Evil element yet introduced ... Chaos was assumed to be the same as Evil because that's the way Moorcock set up his alignment system, with Chaos as essentially the bad guys ...; there were no rules for outdoor adventures at all yet, everything was assumed to take place in the dungeon or town, and ... well, I played and DMed all the way through to just before the introduction of 2nd Edition AD&D and then got into Ars Magica and its successor World of Darkness games (Vampire: The Masquerade, etc.) and stopped playing D&D until recently, when I discovered this site and learned to play 5e and about what had happened while I was away with the others. I've been in some campaigns offline as a player but my group fell apart or moved away just as I felt ready to get back into Dungeon Mastering again.
As far as style goes, I'm a fairly easygoing DM but certainly not Monty Haul. I very much lean towards RP-heavy play and will create encouraging and supportive environment and DM pretty RP-heavy myself, but I won't insist on it if a player isn't comfortable with that style or isn't confident enough to be comfortable doing it.
The homebrew world (or rather the hemisphere of it I've more or less fully developed) includes three continents, one of which is the ancestral home continent for most of the human cultures and civilizations in this hemisphere; the other two are more or less recently settled frontier continents with the northern one (where the campaign starts) featuring a wilderness area in the far north that is one focus point for many of the Feywild crossing points on this world and in general divided between that sense of faerie wonder (or nightmare, but always poetic, strange, wondrous and wyld) and a still more-or-less vaguely defined Nordic barbarian culture, possibly some Finnish/Kaleval elements to make it mesh better with the wonder tale elements from the Feywild influence, and, well... the rest is secret <mischievous DM's twinkle begins to glimmer off the walls behind you from the glittering eyes nearly mesmerizing you as your characters slip off into the Twlight Zone of ... ah ... never mind ...>. The southern frontier continent is essentially a salamagundi mix of cultures inspired by various IRL Slavic and Southeast Asian influences, which the southern portions of the ancestral continent also tend towards, while the rest of it (ancestral) mixes elements inspired by Basque, Irish, Welsh and Scandinavian infkuences. Essentially that continent and the other hemisphere is where most of the "civilized" humans, dwarves and halflings came from originally; while gnomes, elves, and more fey-connected races, as well as one of the two human barbarian cultures originated on the northern continent (the other barbarians are from the south, and dragonborn are not native to this hemisphere at all but have intricate and ancient cultures in the other which traditionally have good relationships with the dwarves. Possibly the dwarves of the starting hemisphere and those with traditional ties to the dragonborn of the other are two separate subraces, but that hasn't been firmly decided yet; in that case, I'm leaning towards creating two homebrews for my world's dwarves but otherwise I'll use the standard ones, and I'm always more than willing to work with a player who wants to play something different than this world's standard).
Country borders and names have shifted somewha, but this is still the basic physical layout and more or less the relationship of various civilized and wild areas to each other (though the near wild area in the center is much larger, and there's now a pirate enclave on the spit of lannd sticking out towards Bonefire Island)
* both of which I still more passionately love even to this day, but have an even harder time finding playgroups for in my area or online; whereas for D&D at least I have this site and a couple of good support and reference ones that I KNOW exist out there somewhere or in fact know how to find and use regularly
new players learning we have a group of 3 that are mostly ready to play
Would you be interested joining a westmarch style? I'll leave this for you to look at: 16+ Discord 5e Westmarch -:- OUROBOROS -:- Start With A Bonus Feat!
Can you play every Monday +Tuesday at 9am EST?
I'm trying to gather a group of players for an online play-by-post campaign on these forums, probably using a homebrew world I've been working on for some time. I've gotten most of the campaign starting area roughed out as well as the basic nations and cultures of the larger world, and have finer details far enough along now that I've created a campaign template for it on this site (including content sharing of what I own (basic books, most or all of Witchlight, Xanathar's Guide to Everything, Van Richten's Guide to Ravenloft, Tasha's Cauldron of Everything, and Mordenkainen's Feindish Folio #1; along with miscellaneous content from Acquisitions Incorporated. Eberron, and Wildemount). I was actually considering whether I was ready to create a "looking for players" post when I saw this,
I learned to play D&D VERY early on in its development ... essentially the first Dungeons and Dragons to be released, the red boxed Basic set where the alignments were purely Moorcockian Law/Neutrality/Chaos with no Good/Evil element yet introduced ... Chaos was assumed to be the same as Evil because that's the way Moorcock set up his alignment system, with Chaos as essentially the bad guys ...; there were no rules for outdoor adventures at all yet, everything was assumed to take place in the dungeon or town, and ... well, I played and DMed all the way through to just before the introduction of 2nd Edition AD&D and then got into Ars Magica and its successor World of Darkness games (Vampire: The Masquerade, etc.) and stopped playing D&D until recently, when I discovered this site and learned to play 5e and about what had happened while I was away with the others. I've been in some campaigns offline as a player but my group fell apart or moved away just as I felt ready to get back into Dungeon Mastering again.
As far as style goes, I'm a fairly easygoing DM but certainly not Monty Haul. I very much lean towards RP-heavy play and will create encouraging and supportive environment and DM pretty RP-heavy myself, but I won't insist on it if a player isn't comfortable with that style or isn't confident enough to be comfortable doing it.
The homebrew world (or rather the hemisphere of it I've more or less fully developed) includes three continents, one of which is the ancestral home continent for most of the human cultures and civilizations in this hemisphere; the other two are more or less recently settled frontier continents with the northern one (where the campaign starts) featuring a wilderness area in the far north that is one focus point for many of the Feywild crossing points on this world and in general divided between that sense of faerie wonder (or nightmare, but always poetic, strange, wondrous and wyld) and a still more-or-less vaguely defined Nordic barbarian culture, possibly some Finnish/Kaleval elements to make it mesh better with the wonder tale elements from the Feywild influence, and, well... the rest is secret <mischievous DM's twinkle begins to glimmer off the walls behind you from the glittering eyes nearly mesmerizing you as your characters slip off into the Twlight Zone of ... ah ... never mind ...>. The southern frontier continent is essentially a salamagundi mix of cultures inspired by various IRL Slavic and Southeast Asian influences, which the southern portions of the ancestral continent also tend towards, while the rest of it (ancestral) mixes elements inspired by Basque, Irish, Welsh and Scandinavian infkuences. Essentially that continent and the other hemisphere is where most of the "civilized" humans, dwarves and halflings came from originally; while gnomes, elves, and more fey-connected races, as well as one of the two human barbarian cultures originated on the northern continent (the other barbarians are from the south, and dragonborn are not native to this hemisphere at all but have intricate and ancient cultures in the other which traditionally have good relationships with the dwarves. Possibly the dwarves of the starting hemisphere and those with traditional ties to the dragonborn of the other are two separate subraces, but that hasn't been firmly decided yet; in that case, I'm leaning towards creating two homebrews for my world's dwarves but otherwise I'll use the standard ones, and I'm always more than willing to work with a player who wants to play something different than this world's standard).
Country borders and names have shifted somewha, but this is still the basic physical layout and more or less the relationship of various civilized and wild areas to each other (though the near wild area in the center is much larger, and there's now a pirate enclave on the spit of lannd sticking out towards Bonefire Island)
* both of which I still more passionately love even to this day, but have an even harder time finding playgroups for in my area or online; whereas for D&D at least I have this site and a couple of good support and reference ones that I KNOW exist out there somewhere or in fact know how to find and use regularly
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1