This upcoming adventure has got me excited, and I'd like to gather a gaggle of players/dms to play it this coming fall.
Game Facts:
5e
Player cap— 4 to 5, unless majority wants a 6th?
Online— Roll20. unless ruled otherwise?
Discord— Voice + Chat. Must be legible over mic.
Timezone— You do you, but mine is EDT.
Experience: Not all players need to know how to DM or have played before, but you must be willing AND make an effort to learn to do both(if you need help, be open to ask).
Since Dragon Heist is going to push strongly toward roleplay, I'd very much like to try a co-op DM game. Wherein we all have our players, then split up the factions/villains between each other and play them in the background/take turns in the DM chair.
DM wise we will only know the perspectives of our chosen villain. Keeping the motives and machinations ourselves, while we simultaneously play our party characters who could agents of our villain or anothers, or even simply outer influencers. Discussions on details will be laid out once the product is out, but I plan on using Matt Covilles Stronghold rules to help with playing these villains as they send out their minions to do their dirty work.
Player Introductions: Because in my experience these things need to be made clear before play, for all player benefit.
I do not conform to the gender binary and often choose to play characters as such. I find the way how Wizards has written the drow to be very problematic, I also believe I do not have any creditibilty to make any sort of arguement on this, being a White US American. I am also aware that other players come from different cultural backgrounds and have different cultural concerns. So I am extending that each player interested in this game group share their interests, desires, and what they wish to avoid in their gameplay. (Are you interested in role playing racial conflict/with another player? Are you an Ace player and wish to steer from debauchery? Do you wish to play a transgender drow escaping the opressive machriachry or trying to mold it anew? Are you the epidemy of what our world dubs "the average joe"?)
You of course do not have to reveal your character's secrets, keep the suspense for character development. I just want to gather a group where each player knows what to expect from each other, and is able to gain something from their gameplay.
There is no set time or date for this as the game won't be out for a few months, but introduce yourself. Discussion your thoughts and ideas on my game plan, how you would like to participate as a player and a DM, then lastly tells what you're favorite color/food/drink/whatever arbitrary interest you want.
*Also, and probably don't need to say this, but character creation will be completely conceptual at this stage. I mean you got one you wanna play, cool, but we got til Sept when the adventure comes out. So...
No worries about needing to empathizing or understand the non-binary spectrum, I just ask for some sympathy towards it. I would assume you don't like it if someone refers to you as a women, so I'd very much apreciate it that "them" pronouns were used for me.
Outside of that though, I don't feel that you need to justify being able to "accurately" play a cleric, IRL everyone has their own way of worship and spiritual growth, so from my perspective it would make sense that your character be their own individual in that sense. I would ask though what interested you choosing to play this class, just to get an idea on what kind of play experience you're looking for, and then we'll have to figure out which one of the deities you'll be worshiping. Which would help figuring out what race you'd want to play, as for me I am open to letting player choose any of the races including the UA ones. The only thing would be that this adeventure is a Waterdeep adventure, so it'd be taking place in Fearun, so for none Fearun races like the Changling, you'd have to come up with your character's racial origin. Such as, simple being from a different plane, being the offspring of a humanoid and a doppleganger, the offspring of some Fae. Then we'd have to figure out what the social reaction to your race would be, Waterdeep is a diverse city, but there are still existing racial stigmas, like if you decided to be a bugbear or an orc and you're now attending a noble party for some reason. As long as it's believeable within the story context, and you'll enjoy playing, I have no qualms. The only thing I'd be iffy on are homebrew races, just due to game balance. So if you wanted to be a like one of the players from Sirens Realms or Girls, Guts, Glory where one player in each of those is playing a pixie. I ruled that we'd go off what was in the monster manual, but I'd also say we should get a consensus from the rest of the players too.
As for set a time for the game, in september I have classes all day on Monday, and the rest of the week is either independant study or am on call for work, but can give them times I'm unavailable once we decide on a time for the game. Also, what times of day would you prefer to play, and would you be interested in weekly, bi-weekly, or monthly games? (of course this will be negotiated when other people enter)
I'd like to ask preference on how to deal with encumbrance rules, just cuase I don't feel like D&D has good rules set in place for this. Usually in groups I play they rule to ignore carrying capacity, just cause we usually just play in one shots or the DM just let's the player manage that themselves. I would personally like to have some believeable restrictions in place, just because it feels weird to look at the inventory and have this long list of items and have no idea how I'm carrying them. I've gotten opinions on this before, people usually say to just give your players a bag of holding/haversack and forget about it, but the module is going to be for levels 1-5, and just from the DMG guidelines you wouldn't be able to afford a bag of holding until lvl 5. But I degress, i don't know how this module will go, they may just canonly give players a bag at the start.
It's just that I'm going to school to study game design, and it personally bothers me that the rules for this just aren't too thought out, I mean even the purchasable item in the PHB backgrounds give you weird useless items, and the adeventureing gear list prices some other arbitrary items too? I don't know I just feel like the whole items/inventory in D&D is a big holey swish cheesy mess.
In my games I usually rule towards realism, you wouldn't carrying a backpack while in full armor, carrying weapons and sheild. So, I'd have my players buy carts/mounts/servants/etc. to be able to carry all their survival stuff. But now that we'll be playing in an urban city, I've been wondering how to rule it, because it could be totally fessible that the player's stash stuff in bank vaults, their homes, they have excess to a wide array of crafters and shops to get demensional carrying things. It'd just all have to be concerns about funds to afford things, which at 1st level wouldn't be much. Though in a urban setting, the characters wouldn't have to worry about needing much of the adventuring gear, because they'd have access to a bunch of stuff in the city. So, we'd be starting the game with a bit more money that usual, and the players could have bases in places in the city, that they could keep things in, etc.
Idk, maybe i'm just thinking about things that won't even be a concern...
This upcoming adventure has got me excited, and I'd like to gather a gaggle of players/dms to play it this coming fall.
Game Facts:
5e
Player cap— 4 to 5, unless majority wants a 6th?
Online— Roll20. unless ruled otherwise?
Discord— Voice + Chat. Must be legible over mic.
Timezone— You do you, but mine is EDT.
Experience: Not all players need to know how to DM or have played before, but you must be willing AND make an effort to learn to do both(if you need help, be open to ask).
Since Dragon Heist is going to push strongly toward roleplay, I'd very much like to try a co-op DM game. Wherein we all have our players, then split up the factions/villains between each other and play them in the background/take turns in the DM chair.
DM wise we will only know the perspectives of our chosen villain. Keeping the motives and machinations ourselves, while we simultaneously play our party characters who could agents of our villain or anothers, or even simply outer influencers. Discussions on details will be laid out once the product is out, but I plan on using Matt Covilles Stronghold rules to help with playing these villains as they send out their minions to do their dirty work.
Player Introductions: Because in my experience these things need to be made clear before play, for all player benefit.
I do not conform to the gender binary and often choose to play characters as such. I find the way how Wizards has written the drow to be very problematic, I also believe I do not have any creditibilty to make any sort of arguement on this, being a White US American. I am also aware that other players come from different cultural backgrounds and have different cultural concerns. So I am extending that each player interested in this game group share their interests, desires, and what they wish to avoid in their gameplay. (Are you interested in role playing racial conflict/with another player? Are you an Ace player and wish to steer from debauchery? Do you wish to play a transgender drow escaping the opressive machriachry or trying to mold it anew? Are you the epidemy of what our world dubs "the average joe"?)
You of course do not have to reveal your character's secrets, keep the suspense for character development. I just want to gather a group where each player knows what to expect from each other, and is able to gain something from their gameplay.
There is no set time or date for this as the game won't be out for a few months, but introduce yourself. Discussion your thoughts and ideas on my game plan, how you would like to participate as a player and a DM, then lastly tells what you're favorite color/food/drink/whatever arbitrary interest you want.
*Also, and probably don't need to say this, but character creation will be completely conceptual at this stage. I mean you got one you wanna play, cool, but we got til Sept when the adventure comes out. So...
Hello! and nice to meet you~*✧⁺˚
No worries about needing to empathizing or understand the non-binary spectrum, I just ask for some sympathy towards it. I would assume you don't like it if someone refers to you as a women, so I'd very much apreciate it that "them" pronouns were used for me.
Outside of that though, I don't feel that you need to justify being able to "accurately" play a cleric, IRL everyone has their own way of worship and spiritual growth, so from my perspective it would make sense that your character be their own individual in that sense. I would ask though what interested you choosing to play this class, just to get an idea on what kind of play experience you're looking for, and then we'll have to figure out which one of the deities you'll be worshiping. Which would help figuring out what race you'd want to play, as for me I am open to letting player choose any of the races including the UA ones. The only thing would be that this adeventure is a Waterdeep adventure, so it'd be taking place in Fearun, so for none Fearun races like the Changling, you'd have to come up with your character's racial origin. Such as, simple being from a different plane, being the offspring of a humanoid and a doppleganger, the offspring of some Fae. Then we'd have to figure out what the social reaction to your race would be, Waterdeep is a diverse city, but there are still existing racial stigmas, like if you decided to be a bugbear or an orc and you're now attending a noble party for some reason. As long as it's believeable within the story context, and you'll enjoy playing, I have no qualms. The only thing I'd be iffy on are homebrew races, just due to game balance. So if you wanted to be a like one of the players from Sirens Realms or Girls, Guts, Glory where one player in each of those is playing a pixie. I ruled that we'd go off what was in the monster manual, but I'd also say we should get a consensus from the rest of the players too.
As for set a time for the game, in september I have classes all day on Monday, and the rest of the week is either independant study or am on call for work, but can give them times I'm unavailable once we decide on a time for the game. Also, what times of day would you prefer to play, and would you be interested in weekly, bi-weekly, or monthly games? (of course this will be negotiated when other people enter)
Other note!
I'd like to ask preference on how to deal with encumbrance rules, just cuase I don't feel like D&D has good rules set in place for this. Usually in groups I play they rule to ignore carrying capacity, just cause we usually just play in one shots or the DM just let's the player manage that themselves. I would personally like to have some believeable restrictions in place, just because it feels weird to look at the inventory and have this long list of items and have no idea how I'm carrying them. I've gotten opinions on this before, people usually say to just give your players a bag of holding/haversack and forget about it, but the module is going to be for levels 1-5, and just from the DMG guidelines you wouldn't be able to afford a bag of holding until lvl 5. But I degress, i don't know how this module will go, they may just canonly give players a bag at the start.
It's just that I'm going to school to study game design, and it personally bothers me that the rules for this just aren't too thought out, I mean even the purchasable item in the PHB backgrounds give you weird useless items, and the adeventureing gear list prices some other arbitrary items too? I don't know I just feel like the whole items/inventory in D&D is a big holey swish cheesy mess.
In my games I usually rule towards realism, you wouldn't carrying a backpack while in full armor, carrying weapons and sheild. So, I'd have my players buy carts/mounts/servants/etc. to be able to carry all their survival stuff. But now that we'll be playing in an urban city, I've been wondering how to rule it, because it could be totally fessible that the player's stash stuff in bank vaults, their homes, they have excess to a wide array of crafters and shops to get demensional carrying things. It'd just all have to be concerns about funds to afford things, which at 1st level wouldn't be much. Though in a urban setting, the characters wouldn't have to worry about needing much of the adventuring gear, because they'd have access to a bunch of stuff in the city. So, we'd be starting the game with a bit more money that usual, and the players could have bases in places in the city, that they could keep things in, etc.
Idk, maybe i'm just thinking about things that won't even be a concern...