I live in Auburn, WA and I've got an 8x4 ft gaming table in my converted garage. A few years back I ran a 2-3 yr 5e 2014 game set in the 2nd Punic War (don't look at post history please, it will show comments about it). That group fizzled out around chapter 4 of the campaign (played every other week for 3+hrs a session for almost 3 years). I've always been interested in tweaking that game and re-running it to see how it might work for a self-published setting.
In the alternative, I'd be interested in running one of the published 5e 2014 adventures. My first preference would be Dungeon of the Mad Mage (with heavy influence from the earlier editions of that dungeon). I am, however, open to other options. I'd like it to be a book that no player has read (please don't lie).
I'm interested in the 2014 version of 5e because that is what I understand. Most everything through Tasha's (of the mainline) would be allowed, but not special books like the MTG one.
No warlocks, no tiny hut or mansion spells, no multi-classing. Dark vision very much nerfed.
Tone of the game: serious; some humor, but I'll say if one comes in thinking "rule of cool" and "murder hobo" that won't work. Charisma is of limited value compared to what might be seen in online youtube play. No intra-party conflict/stealing/fighting. You all must come up with a reason why you will be working together. Attempts to trick other players or DM aren't
Sessions: 3+ hr length. I do extensive prep for my sessions, and will try to have the sessions end with a clear set of options that I'd like the party to let me know what they want to do. at that point I put in hours of prep work, sessions are usually a set piece battle or other situation. Everyone changing their mind at beginning of new session would result in me suggesting we play a board game or something.
Combat is of a higher difficulty than suggestions as written in the core books. Knowledge of the enemies in the monster manual aren't likely to help.
Weekly or biweekly. d/m chat if you are interested.
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I live in Auburn, WA and I've got an 8x4 ft gaming table in my converted garage. A few years back I ran a 2-3 yr 5e 2014 game set in the 2nd Punic War (don't look at post history please, it will show comments about it). That group fizzled out around chapter 4 of the campaign (played every other week for 3+hrs a session for almost 3 years). I've always been interested in tweaking that game and re-running it to see how it might work for a self-published setting.
In the alternative, I'd be interested in running one of the published 5e 2014 adventures. My first preference would be Dungeon of the Mad Mage (with heavy influence from the earlier editions of that dungeon). I am, however, open to other options. I'd like it to be a book that no player has read (please don't lie).
I'm interested in the 2014 version of 5e because that is what I understand. Most everything through Tasha's (of the mainline) would be allowed, but not special books like the MTG one.
No warlocks, no tiny hut or mansion spells, no multi-classing. Dark vision very much nerfed.
Tone of the game: serious; some humor, but I'll say if one comes in thinking "rule of cool" and "murder hobo" that won't work. Charisma is of limited value compared to what might be seen in online youtube play. No intra-party conflict/stealing/fighting. You all must come up with a reason why you will be working together. Attempts to trick other players or DM aren't
Sessions: 3+ hr length. I do extensive prep for my sessions, and will try to have the sessions end with a clear set of options that I'd like the party to let me know what they want to do. at that point I put in hours of prep work, sessions are usually a set piece battle or other situation. Everyone changing their mind at beginning of new session would result in me suggesting we play a board game or something.
Combat is of a higher difficulty than suggestions as written in the core books. Knowledge of the enemies in the monster manual aren't likely to help.
Weekly or biweekly. d/m chat if you are interested.