Hi, everyone. As the title says, I am looking for 4-6 players to start a D&D stream. Hoping to find a diverse group of players, preferably with an online presence. The games would be during the weeknights. Exact day will depend on the group’s availability, but will all likely start at 8 or 9 PM and go on for approximately 3 hours. It is very important that anyone interested be willing to commit to the decided upon schedule. Games would be online using theater of the mind, and players will need a decent mic and a camera. All players must be age 18+. There’s plenty more to cover but I don’t want this to run on forever and would rather go over it directly with anyone interested.
Now, I do want to go over how I DM a bit, so you know what to expect before expressing your interest. If after reading the below information you are still interested, please drop me a line, be it directly or through the comments. I am hoping to get the game going as soon as it is possible, so I will respond quickly if I feel you are a good fit.
DM Info:
XP: I reward XP for completing various encounters and objectives. This may include defeating an enemy in combat (which means they are killed or they retreat), overcoming an obstacle through role-playing, and anything that furthers the plot.
Unannounced Dice Rolls: Don’t make rolls that aren’t asked for. They won’t be counted, and you’ll have to reroll when asked.
Dice Rolls Against Each Other: Interacting with player characters is not the same as NPCs. Unless a spell is used that allows you to dictate a player’s actions, one player cannot roll to persuade or intimidate etc another player.
PVP: Instances may arise where some PVP is understandable, but I prefer players not constantly be ready to kill one another.
Player Comfort: I run a mature game and that is reflected in the world but I prefer certain things be implied rather than stated outright.
Player Agency: You have full control of your character actions. I will not dictate what you do. I may advise something is impossible or may advise against actions and caution some unforeseen consequences, but I will not interfere will your agency. I have more than enough to control; your characters are yours.
Game Balance and Fairness: I balance based on the party and create the campaign as the game moves along but I do strive to mix it up so there may be instances where you encounter something beyond your current capabilities and requires you to return to, though you’ll usually get some hint of the difficulty prior to the encounter.
Rules Debates: I am very open and willing to discuss rules but at the table when the game is going I prefer to keep things moving along so if something is unclear then I will make a quick judgement call and work on a better answer later. I do expect the ruling to be respected and players not hold the game arguing a ruling, but I don’t image that being a problem since when I make judgement calls I always work to make sure the ruling is fair or if someone is going to get some advantage from it then it will be the players.
Spotlight Sharing: Don’t step on other player’s toes. There will be plenty of chances for your character to shine, trust me, but if someone else is having a powerful moment then please let them have their moment.
Metaknowledge: I am rather lax here, but not completely. Character knowledge is kept in mind and I won’t let characters act on knowledge they would not know (ie a party member is attacked in a different area, you could not just know there is combat and run to their aid, but depending on the circumstances you could use that meta knowledge to do a perception check to see if something would clue you in to the action).
Min/Maxing: If this is your preferred way to play then have at it, but please give them a personality. Also keep in mind that I’m going to balance encounters based on the party.
Character Party Fit: Make what you want. It is up to the group to work together and see if they want to coordinate.
Murder Hobos: Again, I won’t interfere with what players want to do, but remember that I am a player too and running the game I build for you is how I get my enjoyment. If you want the game to go on for an extended time like I do, then doing more than just burning it down would benefit everyone.
DM Style: I am kind of a mixed bag. I do my prep as necessary, but also improv a lot. I pretty much only run homebrews but may take elements from published materials. I like to add sensory elements to the game like music, sound effects, and voice mods when possible. My worlds are large, but players still have a large role in it and can affect the world directly.
Player Absences: Things come up and I get that. All I ask is for some notification. I don’t require a big group to run so even if only a few players are available then we can still run a side quest or something.
Player Narrative Authority: I welcome input and suggestions and will find fun and interesting ways to bring your character backgrounds into the world, but as DM I do retain final say on the narrative outside of your character’s actions.
Pet Peeves: As I said, I am pretty laid back. All I ask is that everyone be considerate of each other.
Ethics: This goes back to comfort and like I said there, I prefer using suggestion over narrating grotesque scenes. Not to say that there won’t be scenes with graphic things happening, but I don’t care to have things being too morbid and I often times imply the worst of it rather than state it outright.
Creation Questions: Character creation will be done on DnD Beyond. I will share my content with the group (DMG and XGE), but any content outside of that will require you to own it. Characters can have as basic or as detailed (reasonably) a background as you would like. I do ask that you not include some huge adventure they have already been through. Their adventures start here, everything prior was simply leading them to it. Also, don’t be afraid to create connections to other player characters.
Creation Stats: For this campaign, all characters will use Standard Point Array.
Alignment: I see alignments as a combination of your characters preferred view of themselves and their actual actions. I do not bind players action choices to their alignments, but if your actions differ dramatically from your chosen alignment then I reserve the right to change your characters alignment and you would have to deal with whatever consequences that may have on your character.
Other Creation Rules: I am willing to negotiate variations on stats if it makes sense. Example (just an example and not a rule) if you play an elderly character then I might be willing to do something like +2 Wisdom with -1 Dexterity and -1 Constitution.
Races: Any race you want. I am going to create the game around the group, so you can play any race.
Classes: No limit. I am open to homebrews, but I need to approve the class first and you must be able to use it through DnD Beyond.
Tweaking/Flavoring Races/Classes: Flavor away! So long as it is simply cosmetic then I have no real restrictions.
Type of Game: Open world/Sandbox/
Campaign Length: I generally write campaigns in archs, with one arch lasting anywhere from 5-10 levels, and I will continue to add archs until everyone seems ready to move on to a new campaign, and a satisfying ends presents itself. That said, it is perfectly possible for a campaign to run through levels 1-20 and beyond.
In-game Adventurers: Adventurers fit many categories that the group can fit into, be they classic heroes, or members of an adventuring guild, or maybe their blades for hire that sail from port to port seeking riches and adventure. We’ll decide what we want to play together.
Politics and Factions: These things are going on in the background everywhere to some capacity. There are guilds, factions, and politics the players can get involved with if they choose, and it’s up to players how much they engage there.
Start/Standing: Game will start at level 1.
Character Context: Players can always ask if their character has any information or knowledge on something they see or hear of in the world, at which point I will advised either they have no knowledge of the thing of interest, or allow the player to roll to see if they can recall the information.
Backgrounds: Backgrounds will play into the world. No limit on what background players may choose.
Feats: I allow feats. Be as creative with your character as you’d like.
Mounts: I allow mounts, with basic mounts widely available if characters can afford them, and players may ask about finding more exotic mounts if they would like, though that will likely come with a challenge to obtain said mount. In my experience, mounts don’t come up too much in a lot of campaigns, but if it become integral to a character or the group then it will get more focus to make sure it is not wasted.
General Mechanic Rules and Clarifications: Most of the rules follow the Players Handbook with some exceptions.
Critical Hits: On a critical hit, damage is maximum possible damage + rolled damage +modifiers (ie an attack with a longsword is 8 + 1d8 + strength modifier).
Healing Potions: Potions do maximum possible healing (Potion of Healing= 10, Greater Healing= 20, Superior Healing= 40, Supreme Healing= 60)
Downtime: Downtime sessions will occur anytime it fits in the story, usually following some big milestone but not always. I will let everyone know beforehand when we will be having a downtime-session so everyone has time to think about what they want to do with the in game time they have available. Normal downtime activities are available, but players can always suggest new options.
Ability Checks: Players can try to do anything, but I prefer you describe the action you are attempted as opposed to asking for an ability check to complete a task (example: “I try to leap across the gap” instead of “can I do an athletic check to get across?”). In the event that something more specific is required, like solving a riddle or puzzle, or if the task is impossible, such as trying to jump to the moon, I will simply advise you a check cannot be made to complete the task. I only ask for checks if the goal is achievable.
Stealth: Characters can attempt to sneak so long as they are not visible. If the enemy can see you then you cannot sneak. If you are sneaking, attack an enemy, and then try to hide then you may be able to get out of sight, but the enemy will be generally aware of where you are hiding.
Traps: I add a bit of an extra layer to traps where if a trap is set off, I will narrate some kind of trigger (ie “you hear a sudden CLICK”) and players will be asked for a quick response. How each player reacts will determine how the trap effects them, if at all.
Player Questionnaire:
If you made it this far and are still interested, then you are almost done, and I thank you for your patience. Please complete the questionnaire below. If you are not able to answer everything then that is fine. It is just meant to give me a good idea of who you are and what you are looking for in a D&D campaign.
When weeknight works best for you to play?
My favorite ways to play is:
-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:
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:
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 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:
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
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
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.
Hello, I'm currently the Dm for my group of 4 people and have been looking for an opportunity to joint my players in a campaign for a while now. I found your post very interesting and reflective of my own style. We are in our 30s and late 20s, 2 of my players are brand new and myself along with 2 others have been playing for a couple years now. If you don't mind I'll fill out your player questionnaire as myself and some general information about players in the party who deviate a bit from the rest of the groups opinions. We love the game and would love to start a long term campaign.
Player Questionnaire:
When weeknight works best for you to play?
Answer: Friday night is the best for everyone. We've been meeting at 8pm central time for a while now with minimal cancellations.
My favorite ways to play is:
-To think cleverly, strategically, or creatively to overcome obstacles or make obstacles easier to defeat. (Sometimes bashing is required).
-To have a character participate in a fun story and hopefully to be successful.
-To stay in character even when it might hurt me.
Overall if the session was fun it was a success.
If you have one, give an example of an event you enjoyed in a previous session you’ve played:
Answer: We all really enjoy having challenges that particular players can excel at. Physical challenges for the brutes, diplomacy for the bard etc.
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:
Answer: Our group is very goal oriented and dont like to loaf around much. We like each session to be an opportunity to further either the groups goal or an individual's.
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):
Answer: Something in between. There are moments where each style has its benefits and can be more fun. While free form play is a blast having restrictions and limitations is what brings out creativity.
If you can’t attend a session, please indicate what you like to have happen to your character:
-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 like role playing where:
-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 large city
-Influence a state or region
What kind of overarching campaign goals interest you:
-Stop an evil organization/evil overlord
-Build up the power/wealth/status of my loyal patron
-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 session notes
-Helping others and the DM remember the rules
-Tracking NPC contacts
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
-Assign group roles: Treasurer, navigator, etc.
-Writing session notes
-Finding/making/painting markers for my and other characters
-Tracking NPC contacts
-Helping players/the DM in other ways: Biting adventuring hooks and playing as a team. Knowing our characters abilities, spells, magic item effects and general knowledge of game rules.
We are happy to provide feedback and suggestions!
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:
Answer: Not comfortable with graphic descriptions of violence against kids/babies. Other than that we are completely comfortable with everything else.
Hey! I read through all of this and wow!!!! this is cool. I love what you are saying and amhighly interested.
When weeknight works best for you to play Monday, Wednesday, Friday Nights
My favorite ways to play is:
-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 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: I was playing my Kobold Gunslinger and we were on a boat. Instead of simply shooting the enemy I decided to use an explosive I had made to destroy the main mast and crush them.
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: Rocks fall everyone dies....... This is serious and it has happened to me. We were moving through a valley and as we were moving through the bard was singing and playing and during stuff the DM had the bard roll for something I don't remember and then rocks fell and we all died because we didnt pass the save DC and were crushed to death.
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): The Kind of DM I prefer is a focused DM that is as engaged in the characters story as they are. A DM who looks to make players feel as if they are really a part of the world that they are in and the things they do actually effect it.
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
Please indicate any of the following responses that match your expectation for missions:
-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 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 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.
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)
What kind of overarching campaign goals interest you:
-Halt a danger to a home town
-Be loyal to an organization (get orders, fulfill missions)
-Stop an evil organization/evil overlord
-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
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 character background
-Writing character journals
-Writing session notes
-Tracking NPC contacts
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
-Tracking NPC contacts
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 am perfectly fine with just about everything. I have an iron stomach for these kinds of things.
When weeknight works best for you to play? Monday, Friday
My favorite ways to play is:
-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 hopefully to be successful.
-To stay in character even when it might hurt me.
If you have one, give an example of an event you enjoyed in a previous session you’ve player: There was a village under siege from a cult, we had to make a difficult choice of continuing on with our original mission or saving the towns people. My Paladin split from the party because he was honor bound to protect the innocent and died saving them. Later on in the campaign I come to find they had erected a statue in his honor.
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: N/A
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 DM who encourages creativity and out of the box thinking
If you can’t attend a session, please indicate what you like to have happen to your character:
-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.)
-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.
-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 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
What kind of overarching campaign goals interest you:
-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
-Avenge the wronged
-Protect the weak
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-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:
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
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 hope I answered this to your liking ( For the check all that apply I simply deleted the ones I did not agree with ). I really like the premise of your campaign and if you would like to have me as a player I would be delighted to join. If I make the cut the best way to reach me is via my discord.
Thanks for your interest. There would certainly be a lot of benefits to running a group already familiar with each other. I am still going through responses here and other places I posted. I'll be reaching out once I decide on players to set up a group video chat to make sure everyone is a good fit.
Hello! Your campaign sounds really awesome. I’d love to be part of it.
Player Questionnaire:
When weeknight works best for you to play?
I am free Monday, Wednesday, and Friday nights.
My favorite ways to play is:
-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 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:
In my last campaign I had a character who tracked down an invisible enemy into a storage room, and I kept them in there by covering the floor with a bunch of ball bearings. The enemy failed her save and I got a crit on the attack. Best moment I had ever had.
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:
In my last campaign, the DM had us traveling in a magical canyon, where the traps could do a lot of damage to us if we fell for them. However, our characters passed a lot the checks, but after awhile, we realized that the DM was just putting us through it, until one of us failed. I get that they made the traps for a reason, but we passed more than 10 of the checks, and us players kinda got annoyed by this.
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 laid back and focus, along with a little rules enforcing on certain things.
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
Please indicate any of the following responses that match your expectation for missions:
-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 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.
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)
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
-Stop the internal power grab within my organization/country
-See the world
-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 character background
-Writing session notes
-Helping others and the DM remember the rules
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 session notes
-Helping others and the DM remember the rules
-Tracking NPC contacts
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:
Thank you for responding. I am looking over all the responses I have received here and other places I've posted and then I'll be reaching out once I decide on players to set up a group video chat to make sure everyone is a good fit.
Awesome. Thanks for responding and completing the questionnaire. I'll be reaching out once I decide on players to set up a group video chat to make sure everyone is a good fit.
Would really love to join. My heart is in this game. Im having a hard time joining games right now as my last DM decided to just stop playing our adventure. I hope you will consider me. thanks and have a wonderful evening!
-To acquire, use, and optimize new spells/powers, abilities, and other resources to make me and the party successful.
If you have one, give an example of an event you enjoyed in a previous session you’ve player:
Can't really think of something specific
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:
Navigating the politics of a city. it is just boring to have to pretend to file paper work then go from person to person convincing them of things.
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):
Somewhere in between. As long as the game is fun and no one is being allowed to "break" the rules in to crazy of a way then I am good with it
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
Please indicate any of the following responses that match your expectation for missions:
-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 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 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.
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
What kind of overarching campaign goals interest you:
-Fight a war of defense
-Be loyal to an organization (get orders, fulfill missions)
-Stop an evil organization/evil overlord
-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 well-planned, well balanced adventure and am willing to accept some railroading so the DM can meet that need.
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 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 character background
-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
Well if you like what you see just add me on discord: Leeor01#7408
If you made it this far and are still interested, then you are almost done, and I thank you for your patience. Please complete the questionnaire below. If you are not able to answer everything then that is fine. It is just meant to give me a good idea of who you are and what you are looking for in a D&D campaign.
When weeknight works best for you to play? Monday and Tuesday are free after 6pm CST. (I’m in 3 twitch campaigns so Wednesday, Friday, and Saturday are no goes)
My favorite ways to play is:
-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 hopefully to be successful.
-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: Now that I think about It’s I play in a campaign where my pc died but I was fine with it cause I got to play my pc how he was meant to be played
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: Long story short I had another player trying to tell not ask what my character to do and the dm just sat there and watched.
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 love a dm who is laid back but knows when to crack the whip if things get wild.
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
Please indicate any of the following responses that match your expectation for missions:
-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 like roleplaying where:
-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 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.
-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
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
-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-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
-Helping others and the DM remember the rules
-Tracking NPC contacts
-Helping players/the DM in other ways. Describe:
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
-Helping others and the DM remember the rules
-Tracking NPC contacts
-Helping players/the DM in other ways. Describe
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:
Nothing really. It’s dnd and lets me honest typically there are a lot of injustices that just gives my pc more reasons to fix what is wrong.
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.
When weeknight works best for you to play? Wednesday or Thursday would work best
My favorite ways to play is:
I like to Role Play and build the character to correspond to the adventure they are on. Go from Noob to Hero in the span of the campaign
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 DM that leads the party into a wide variety of fun adventures. That challenges the party while making it fun. One that when you win a huge battle everyone cheers.. Also one that gives some power but also makes them earn it.
If you can’t attend a session, please indicate what you like to have happen to your character:
-If I cannot attend maybe my PC will so a side job or was stuck helping a NPC for the day
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. YES
-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).YES
-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).YES
-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.YES
-I’m okay with failing. Period. Even the whole campaign.YES- as long as the story is fun and keeps moving (Sometimes the bad guys does win)
-Though I know the party won’t be perfect, I really need every mission to end with at least a modicum of success.Not always
-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.Yes. This makes the campaign more organic.
I like roleplaying where:
-Everyone focuses on the group goals Sometimes.. PC do need an underlying goal as well
-There are group goals, individual goals, and those goals may be different.YES
-I like individual goals to converge with group goals.YES
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?Sometimes you character reaches its end and starting a new one in the campaign makes sense.
-When the character can be resurrected and eventually catch up to other characters in power level YES
-When it forwarded a plot overall or made a very dramatic enjoyable scene. YES
-When the GM thought we made serious mistakes and the dice dictating it.GM makes mistakes? =)
-When I got an awesome death monologue.TOTALLY
-When I had something else to do at the table afterward.YES
-The acceptability of character death is inversely proportional to the amount of time it takes to create a new character.NO
-Character death is more acceptable the longer and more successful my character has been.Agreed
-Character death is less acceptable the longer and more successful my character has been.QUESTIONABLE. Sometimes you need to move on. It might be difficult but it can happen
-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.NO
-It is okay to me if other characters die for character/story reasons but not if it affects my character too much. YES
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 YES
-Influence events in a small group YES
-Influence events on a local level (neighborhood or small town) YES
-Influence a large city YES
-Influence a state or region YES
-Influence a country YES
-Influence a world YES
-Influence a plane YES
-Influence the fabric of reality OF COURSE =)
What kind of overarching campaign goals interest you:
-Halt a danger to a home town YES
-Fight a war of defense YES
-Be loyal to an organization (get orders, fulfill missions) YES
-Stop an evil organization/evil overlord YES
-Save the world/universe YES
-Stop the internal power grab within my organization/country YES
-Build up the power/wealth/status of my loyal patron YES
-See the world YES
-Explore different cultures YES
-Get the McGuffin YES
-Build a menagerie YES
-Avenge the wronged YES
-Protect the weak YES
-Build my power and the power of my friends YES
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. FUN
-I like a well-planned, well balanced adventure and am willing to accept some railroading so the DM can meet that need. YES
-I like a well-balanced seamless but improvised adventure and get frustrated by GM mistakes GM ARE HUMAN THEY CAN MAKE MISTAKES ITS NOT A BIG DEAL
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 YES
-Writing character journals YES
-Writing session notes YES
-Finding/making/painting markers for my and other characters YES
-Helping others and the DM remember the rules YES
-Tracking NPC contacts YES
-Helping players/the DM in other ways. Describe: I try to help by not metagaming, playing the role I choose and being the best me I can.
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 YES
-Writing character journals YES
-Writing session notes YES
-Finding/making/painting markers for my and other characters OK
-Helping others and the DM remember the rules OK
-Tracking NPC contacts YES
-Helping players/the DM in other ways. Describe SAME AS ABOVE
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 have no restrictions, but will follow some rules if other players do have issues.
When weeknight works best for you to play? Preferably not Monday as I often have shifted weekends (Sunday/ Monday instead of Saturday/Sunday and want to keep them for personal time and errands) and definitely can't play Tuesday evenings as I run my own group
My favorite ways to play is:
I am a support player by heart, I like to help my teammates do their best in whatever situation occurs. I have played a lot of clerics and bards in the past, being a character that shines by making others shine makes me feel best.
If you have one, give an example of an event you enjoyed in a previous session you’ve player:
I have always been a fan of a twist or a mystery. As fun as a good old fashion dungeon crawl can be I think variety is the spice of life, so anything that turns both the combat and roleplay weve been doing on their heads in a story sense (Oh you killed the forest guardian, now undead are coming out of the woods!) makes me as a player have the hesitant mindset of a character that doesn't realize they are a protagonist, just a person trying to survive. Things aren't gonna work for us all the time, things are complex.
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:
As I just said our characters shouldn't realize they are protagonists and imo the worst feeling is when game logic is being applied out of character. I have DM'd in 5e before, and am a long time 3.5/Pathfinder player so I am at least passingly familiar with a lot of the monster manual. I don't want a player knowing a monsters weakness effecting how their character who doesn't know plays. Likewise a lot of modules and dungeons are sourced online. I have had players look them up and spoil all of the puzzles and secret encounters before which is just dreadful. So maybe not a campaign event but definitely something I do not enjoy in my games.
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 think a DM should be about 80% by the book, 20% rule of cool. I think the structure of the game gives us a level playing field to build a fiction in and that by often ignoring the rules it can make it hard to determine what is and isn't allowed which can strain roleplaying as outlandish actions can take you out of the moment. That being said when something sweet is described I like a DM to have flexibility to allow it to happen even if it isn't strictly legal, we're summoning demons and throwing fireballs, we should be able to do some sick shit like.
If you can’t attend a session, please indicate what you like to have happen to your character:
If my character is in a situation (travelling, in a dungeon, during combat) when the last session ended I think they should stay with the party, so DM control is fine. Just have them be kinda lowkey and take a back role in dealing with NPCs or whatever. If an important situation does get put on my character through a comedy of errors I could probably text a response pretty quickly
Please indicate any of the following responses that match your expectation for missions:
I think my protagonist line works here too, even if you the DM intend us to be, we are not aware of this and should be able to fail any and everything. From not getting a lead in a bar which makes the whole quest much harder to failing the final battle. If it feels like the safety bumpers are on the encounters both combat and social don't have the stakes that make great RP
I like roleplaying where:
Characters are dynamic and they should have dynamic reasons for joining the party. A rogue with trying to escape the assassin's guild she abandoned traveling with a group of adventurers who are looking for an artifact to save a kingdom has their own reasons for doing the main goal even if they are still pursing the main goal. She's not gonna be happy about going into that ancient tomb, and probably gonna way the pros and cons if things start to go sideways, but she is still motivated to stick with the protection of the party over going it alone. Whatever works for individual characters is fun for me.
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.
-Character death is more acceptable the longer and more successful my character has been.
No stakes mean no drama, I should be able to die to lowly wolves and I should be able to die to mighty devils. Some encounters you need to run, sometimes you need to pivot tactics or find magic to help before you try again. Even if my character is cautious, they are just as vulnerable to an unexpected knife to the throat or a dragon's breath if the dice say that's how it is. Because our characters are just people, and simply trying to be safe doesn't make you bulletproof.
By the time we finish a campaign, I want my character to be able to:
Depends on how long we play, as we become stronger I think we have the capability to influence more of the world around us. But I have also played games where we were monster hunters and we wanted to never even be noticed.
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 this sounds great! Sometimes priorities and goals change as information comes to us. A lich being unleashed by a cult is enough to change the course of our quest, can't become a famous bard if an undead king rules the land, so I don't need as much a final goal as a starting call to adventure and any of these could be fun.
How do you feel about GM Improvisation:
So I am a DM and I get it. Improv is necessary because you can not and should not being doing so much prep that anything we throw at you're ready for. As players we are not going to be gaffe free ourselves. We're playing a game and you should not have to worry about your thespian skills while you enjoy yourself.
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: I am kinda the DND granddaddy for my group of friends, and now some of my players are running one shots which is exciting and in those games the new DM and I will message each other on discord if they are ever uncertain. I like to share any resources I have with them to help them, as DMs have enough to worry about so any cheat sheets help.
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
Helping out with just knowledge and experience
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.
The world of DND can be dark and fights can be brutal. But implication can take care of a lot of those details that I don't need.
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:
Sexual violence in anyway shouldn't be at the table. On that note sex in general should be avoided as best as possible, I know the horny bard meme exists and there is some intrigue that can happen with a player that could leverage sexuality in a social setting, but roleplaying it is not fun for those that have to watch or worse participate unenthusiastically to advance the plot
(I accidentally deleted my first post. Sorry about that.)
Hi I’m Abby. I’m interested in your post for wanted players for a DnD Stream. I’ve especially interested in your D&d group because you mentioned looking for a more diverse group. As a lesbian and as neurodivergent I have been looking for a champagne-like this for some time.
Questionnaire answer:
When weeknight works best for you to play?
Friday or Saturday Nights would work best for me.
My favorite ways to play is:
My favorite way to play D&D is to create a story with others. I love helping other’s characters grow, and the amazing stories that are born from the collaboration between the players and DM. From battles to character creation I adore D&D and am always trying to make myself a better player and to contribute to the story, and group. As both a DM and a player I absolutely adore watching characters grow and change, and getting to create stories align with my fellow players.
If you have one, give an example of an event you enjoyed in a previous session you’ve player / 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:
My favorite champaign moment was when my sister’s character had to come face to face with her husband who she ditched, and the character interactions between her character and the party at the time, and the resulting character development.
My least favorite D&D session are always those with less story. While I do enjoy a good battle or fight, if there aren’t any narrative stakes, or good motivations for the characters, it can become far less entertaining.
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 have no preference for a game master. With experiencing DMing myself, I understand that the game master is doing their best to create an enjoyable experience for the players, and is themselves, trying to have fun and weave the story together. The Dm’s playstyle is part of the experience, and in my opinion, should be embraced by the players. More rule-heavy DMs can provide structure to a narrative, and are extremely good at preventing plot holes and balancing player and NPC abilities so that there are rarely overpowered characters, and the game tends to be quite fair, while more laid back Dms can provide for crazier more rich roleplay, and sometimes will allow for the narrative to shift game mechanics, for the sake of the experience. I enjoy the game either way.
If you can’t attend a session, please indicate what you like to have happen to your character:
If I can’t attend a session, I would like for the DM to chose what makes the most narrative sense in the moment. In some cases, it may make more sense for the character to not be present for part of the narrative, and so the player doesn’t have to be filled in on everything they missed. In other circumstances, it makes more sense for the character to stick around, and for the DM to control the character. I’m good with both.
Please indicate any of the following responses that match your expectation for missions:
In D&D missions I’m perfectly fine with “failing a champaign”. With my experience as both a player and DM, I think the ability to “fail a champaign” is actually important, to provide narrative stakes and consequences for the players. All the best games I’ve played and Dm’ed have been those where players could fail, and in some cases, have failed. That includes character deaths. I’m perfectly fine if my character dies. Character deaths are consequences of the player’s actions, or in some cases necessary for the narrative.
I like roleplaying where:
I love all types of roleplaying in a D&D Champaign, whether thats the group reaching towards their goal, characters searching for individual goals, or both. From my experience, the type of roleplay involved in a champaign is formed by how the players interact and is different in every group and every champaign.
When has it been okay or even fun for your character to die in a game?
I am absolutely fine with my character dying in all circumstances.
By the time we finish a campaign, I want my character to be able to:
to have influenced a small group of people close to them.
What kind of overarching campaign goals interest you:
I’m interested in all of the overarching goals listed.
How do you feel about GM Improvisation:
I feel like improvisation is completely up to the DM, and will do my best to enjoy the champaign either way.
In previous campaigns I’ve enjoyed
Writing character backgrounds,
Writing character journals,
Writing session notes,
Tracking NPC contacts
And helping the DM/players in any way I can to make the game for fun.
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
(all answers apply)
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:
Extremely vivid Descriptions of graphic violence/gore
When weeknight works best for you to play? Any weeknight 7PM CST or later.
My favorite ways to play is: All of the following apply to my style of play:
-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 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: I cont think of a specific event at the moment, but I am always happy when I can create wacky schemes or use my characters intellect to solve a puzzle. I also enjoy being challenged to role-play difficult scenes, for example in a one-shot I participated in last year items that we needed to complete the puzzle were cursed and I had a lot of fun being forced to only speak when other members were talking, or only ask questions etc. It made for hilarity but also provided some additional challenge to finishing the puzzle.
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: Thus far the only things I have found frustrating are being railroaded into unnecessary combat (if it fits into the narrative, cool we get it, everyone needs to railroad sometimes) and when other players are hell bent on derailing the scene. I don't mind the occasional sillies and out of character quips, but when it becomes all about getting that laugh at the expense of immersion I do not enjoy that.
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 falls in the middle. Be willing to enforce the rules and tell the players no, but also willing to bend the minutia to add color to an encounter or interaction.
If you can’t attend a session, please indicate what you like to have happen to your character:
-I prefer my character be considered absent from the events of that session. However, with discretion the DM or another player could run my character if they are important to the session.
Please indicate any of the following responses that match your expectation for missions:
-I’m okay with failing. Period. Even the whole campaign.
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 it forwarded a plot overall or made a very dramatic enjoyable scene.
-When I got an awesome death monologue.
- Player death is a part of the game. If I can make another character and stay in the campaign we are fine.
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
- Or, depending on the character, retire peacefully!
- Show up as an NPC or a guest in future campaigns.
What kind of overarching campaign goals interest you:
-Halt a danger to a home town
-Fight a war of defense
-Stop an evil organization/evil overlord
-Save the world/universe
-Stop the internal power grab within my organization/country
-See the world
-Explore different cultures
-Avenge the wronged
-Protect the weak
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 session notes
-Helping others and the DM remember the rules
-Tracking NPC contacts
-Helping players/the DM in other ways. Describe: Im the snack guy! Not as useful for an online campaign, but hey!
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 session notes
-Helping others and the DM remember the rules
-Tracking NPC contacts
-Helping players/the DM in other ways. Describe: Just ask, if I can't I'll say no. Otherwise sure.
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: Im good.
Thank you for taking the time to put this all together!
On diversity: I'm a gay, white, right handed, 24 year old male. I'm from Idaho and currently live in Utah. I study political science and economics. I like tap dancing, architecture, literary analysis, pet rats, and exercising. I'm also a comedian with over 30 live performances in the last 6 years (always unpaid community events). My friends love to watch movies with me because apparently I have really really good facial and verbal reactions to... well... stuff in general, I guess.
When weeknight works best for you to play?
Tuesdays, Wednesdays, or Fridays.
My favorite ways to play is:
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 hopefully to be successful.
If you have one, give an example of an event you enjoyed in a previous session you’ve player:
I usually DM so I honestly don't have many examples of this. XD I really enjoy it when we have noncombat problems to overcome. For example, my party was rewarded for a task with a locked safe. None of us were proficient in thieves' tools. We had to figure out a clever way to go about getting it open. That was fun.
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:
Baldur's Gate: Descent into Avernus. The temple in chapter 1. There were three of us there that night - two druids and a sorcerer. We snuck around a corner and instantly got reduced to all 0 hp by a fireball spell. I had a talk with the DM afterwards. Yes he played the enemy 100% perfectly given her powers, but all our characters dying during the second session isn't fun. I let him know that if I had been in his boat, I would have altered the encounter to be manageable for a party of two druids and a sorcerer, even though the published book said otherwise. Specifically, I would have not let the enemy cast any 3rd level spells, at least not offensive ones. In other words, I disliked how early in the campaign we encountered a deadly, reasonably unforeseeable situation, when our party was at our weakest. That felt unfair.
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):
In my experience, erring on the side of strict actually makes for more interesting stories and satisfying sessions. But as noted in my last example, I don't like it when a DM will always go entirely by the book - sometimes the hypothetical group(s) the book was designed for, and the group we're playing as, do not line up sufficiently.
If you can’t attend a session, please indicate what you like to have happen to your character:
I have seen both of the listed options and run both of the listed options and I am fine with either happening, or something else creative if we think of it. In my most casual campaigns, we just ignore the absence. :)
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. Period. Even the whole campaign.
Note: but I want to have fun failing. :)
I like roleplaying where:
We at least have group goals. Individual goals are cool too.
When has it been okay or even fun for your character to die in a game? (Check all that apply.)
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.
The acceptability of character death is inversely proportional to the amount of time it takes to create a new character
Note: but the acceptability is regularly proportional to the epicness/poeticness of said death
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:
Honestly none of the above. I'm kind of just content to show up and give a good effort, whether or not it ends up being successful on any scale.
What kind of overarching campaign goals interest you:
All of those sound super cool actually except the McGuffin one cause I'm not sure what that is. I especially love learning about the world, culture, environment, etcetera that we play in. I'm a big fan of worldbuilding.
How do you feel about GM Improvisation:
I get really frustrated with railroading of minor things (e.g. not being allowed to loot a body of a hobgoblin that just tried to kill me).
I am totally okay with DM 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 (especially when my journal coordinates with other characters' journals)
Helping others and the DM remember the rules (not in an anal way though)
Tracking NPC contacts
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
Helping others and the DM remember the rules
Tracking NPC contacts
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 would be fine with any of the listed scenes and would enjoy it if there were some put in the game here and there. Adds a good sense of gritty realism. Also, I am a-okay with it if the group decides to have only some or none of the listed things.
Hey my name is Jason, I've been playing and DMing for about 6 years and am looking for a long, consistent campaign to join.
Weeknight works best for you to play?
Any weeknight after 830 est works for me.
My favorite ways to play is:
-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 hopefully to be successful.
-To stay in character even when it might hurt me. To get and revel in the spotlight.
If you have one, give an example of an event you enjoyed in a previous session you’ve player:
My absolute favorite moment from any campaign I've played in or ran was when a player of mine sold all their in game belongings to funnel their money into an obscene amount of glyphs of warding and lure the bbeg into a complex trap about 6 levels before they would have reasonably defeated them.
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 used to play with a DM who was really fantastic at worldbuilding but had a bad habit of talk down to his players and berating them for not playing in ways he saw as optimal. I don't have any great stories about it but that was miserable.
Give a summary of what kind of DM you refer (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):
The most important trait in a DM to me is someone who knows how to make every player at the table feel important and valuable to the group, and can keep the game running at a smooth pace.
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
Please indicate any of the following responses that match your expectation for missions:
-I’m okay with failing. Period. Even the whole campaign.
I like roleplaying where:
-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.)
Sorry I didn't feel the prewritten options were able to accurately convey my opinion on character death. I'm okay with my characters death under any circumstances, and love heroic deaths. I've had characters die within 30 minutes of rolling and at the ends of year long campaigns. Bring the pain!!
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)
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
-See the world
-Explore different cultures
-Get the McGuffin
-Avenge the wronged
-Protect the weak
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 am very very enthusiastic about improv and it's one of the biggest draws off ttrpgs to me
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: mapmaking, worldbuilding, out of session rp, balancing Homebrew content
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: I consider myself to be pretty good at both worldbuilding and balancing that's something that's needed. I also don't mind chronicling the groups adventures.
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:
Sexual violence/assault is the only thing I'm uncomfortable with
Hey, everyone. Thank you all so much for your responses. I was worried I wouldnt even get enough for a full group but between the responses here and everywhere else I posted, that definitely wont be a problem. I will be going through all the responses today. Once I have sorted through them all, I will be reaching out to everyone to set up a 1 on 1 video chat, and then a group video chat for the final group. Thank you all for your patience.
Hi, everyone. As the title says, I am looking for 4-6 players to start a D&D stream. Hoping to find a diverse group of players, preferably with an online presence. The games would be during the weeknights. Exact day will depend on the group’s availability, but will all likely start at 8 or 9 PM and go on for approximately 3 hours. It is very important that anyone interested be willing to commit to the decided upon schedule. Games would be online using theater of the mind, and players will need a decent mic and a camera. All players must be age 18+. There’s plenty more to cover but I don’t want this to run on forever and would rather go over it directly with anyone interested.
Now, I do want to go over how I DM a bit, so you know what to expect before expressing your interest. If after reading the below information you are still interested, please drop me a line, be it directly or through the comments. I am hoping to get the game going as soon as it is possible, so I will respond quickly if I feel you are a good fit.
DM Info:
XP: I reward XP for completing various encounters and objectives. This may include defeating an enemy in combat (which means they are killed or they retreat), overcoming an obstacle through role-playing, and anything that furthers the plot.
Unannounced Dice Rolls: Don’t make rolls that aren’t asked for. They won’t be counted, and you’ll have to reroll when asked.
Dice Rolls Against Each Other: Interacting with player characters is not the same as NPCs. Unless a spell is used that allows you to dictate a player’s actions, one player cannot roll to persuade or intimidate etc another player.
PVP: Instances may arise where some PVP is understandable, but I prefer players not constantly be ready to kill one another.
Player Comfort: I run a mature game and that is reflected in the world but I prefer certain things be implied rather than stated outright.
Player Agency: You have full control of your character actions. I will not dictate what you do. I may advise something is impossible or may advise against actions and caution some unforeseen consequences, but I will not interfere will your agency. I have more than enough to control; your characters are yours.
Game Balance and Fairness: I balance based on the party and create the campaign as the game moves along but I do strive to mix it up so there may be instances where you encounter something beyond your current capabilities and requires you to return to, though you’ll usually get some hint of the difficulty prior to the encounter.
Rules Debates: I am very open and willing to discuss rules but at the table when the game is going I prefer to keep things moving along so if something is unclear then I will make a quick judgement call and work on a better answer later. I do expect the ruling to be respected and players not hold the game arguing a ruling, but I don’t image that being a problem since when I make judgement calls I always work to make sure the ruling is fair or if someone is going to get some advantage from it then it will be the players.
Spotlight Sharing: Don’t step on other player’s toes. There will be plenty of chances for your character to shine, trust me, but if someone else is having a powerful moment then please let them have their moment.
Metaknowledge: I am rather lax here, but not completely. Character knowledge is kept in mind and I won’t let characters act on knowledge they would not know (ie a party member is attacked in a different area, you could not just know there is combat and run to their aid, but depending on the circumstances you could use that meta knowledge to do a perception check to see if something would clue you in to the action).
Min/Maxing: If this is your preferred way to play then have at it, but please give them a personality. Also keep in mind that I’m going to balance encounters based on the party.
Character Party Fit: Make what you want. It is up to the group to work together and see if they want to coordinate.
Murder Hobos: Again, I won’t interfere with what players want to do, but remember that I am a player too and running the game I build for you is how I get my enjoyment. If you want the game to go on for an extended time like I do, then doing more than just burning it down would benefit everyone.
DM Style: I am kind of a mixed bag. I do my prep as necessary, but also improv a lot. I pretty much only run homebrews but may take elements from published materials. I like to add sensory elements to the game like music, sound effects, and voice mods when possible. My worlds are large, but players still have a large role in it and can affect the world directly.
Player Absences: Things come up and I get that. All I ask is for some notification. I don’t require a big group to run so even if only a few players are available then we can still run a side quest or something.
Player Narrative Authority: I welcome input and suggestions and will find fun and interesting ways to bring your character backgrounds into the world, but as DM I do retain final say on the narrative outside of your character’s actions.
Pet Peeves: As I said, I am pretty laid back. All I ask is that everyone be considerate of each other.
Ethics: This goes back to comfort and like I said there, I prefer using suggestion over narrating grotesque scenes. Not to say that there won’t be scenes with graphic things happening, but I don’t care to have things being too morbid and I often times imply the worst of it rather than state it outright.
Creation Questions: Character creation will be done on DnD Beyond. I will share my content with the group (DMG and XGE), but any content outside of that will require you to own it. Characters can have as basic or as detailed (reasonably) a background as you would like. I do ask that you not include some huge adventure they have already been through. Their adventures start here, everything prior was simply leading them to it. Also, don’t be afraid to create connections to other player characters.
Creation Stats: For this campaign, all characters will use Standard Point Array.
Alignment: I see alignments as a combination of your characters preferred view of themselves and their actual actions. I do not bind players action choices to their alignments, but if your actions differ dramatically from your chosen alignment then I reserve the right to change your characters alignment and you would have to deal with whatever consequences that may have on your character.
Other Creation Rules: I am willing to negotiate variations on stats if it makes sense. Example (just an example and not a rule) if you play an elderly character then I might be willing to do something like +2 Wisdom with -1 Dexterity and -1 Constitution.
Races: Any race you want. I am going to create the game around the group, so you can play any race.
Classes: No limit. I am open to homebrews, but I need to approve the class first and you must be able to use it through DnD Beyond.
Tweaking/Flavoring Races/Classes: Flavor away! So long as it is simply cosmetic then I have no real restrictions.
Type of Game: Open world/Sandbox/
Campaign Length: I generally write campaigns in archs, with one arch lasting anywhere from 5-10 levels, and I will continue to add archs until everyone seems ready to move on to a new campaign, and a satisfying ends presents itself. That said, it is perfectly possible for a campaign to run through levels 1-20 and beyond.
In-game Adventurers: Adventurers fit many categories that the group can fit into, be they classic heroes, or members of an adventuring guild, or maybe their blades for hire that sail from port to port seeking riches and adventure. We’ll decide what we want to play together.
Politics and Factions: These things are going on in the background everywhere to some capacity. There are guilds, factions, and politics the players can get involved with if they choose, and it’s up to players how much they engage there.
Start/Standing: Game will start at level 1.
Character Context: Players can always ask if their character has any information or knowledge on something they see or hear of in the world, at which point I will advised either they have no knowledge of the thing of interest, or allow the player to roll to see if they can recall the information.
Backgrounds: Backgrounds will play into the world. No limit on what background players may choose.
Feats: I allow feats. Be as creative with your character as you’d like.
Mounts: I allow mounts, with basic mounts widely available if characters can afford them, and players may ask about finding more exotic mounts if they would like, though that will likely come with a challenge to obtain said mount. In my experience, mounts don’t come up too much in a lot of campaigns, but if it become integral to a character or the group then it will get more focus to make sure it is not wasted.
General Mechanic Rules and Clarifications: Most of the rules follow the Players Handbook with some exceptions.
Critical Hits: On a critical hit, damage is maximum possible damage + rolled damage +modifiers (ie an attack with a longsword is 8 + 1d8 + strength modifier).
Healing Potions: Potions do maximum possible healing (Potion of Healing= 10, Greater Healing= 20, Superior Healing= 40, Supreme Healing= 60)
Downtime: Downtime sessions will occur anytime it fits in the story, usually following some big milestone but not always. I will let everyone know beforehand when we will be having a downtime-session so everyone has time to think about what they want to do with the in game time they have available. Normal downtime activities are available, but players can always suggest new options.
Ability Checks: Players can try to do anything, but I prefer you describe the action you are attempted as opposed to asking for an ability check to complete a task (example: “I try to leap across the gap” instead of “can I do an athletic check to get across?”). In the event that something more specific is required, like solving a riddle or puzzle, or if the task is impossible, such as trying to jump to the moon, I will simply advise you a check cannot be made to complete the task. I only ask for checks if the goal is achievable.
Stealth: Characters can attempt to sneak so long as they are not visible. If the enemy can see you then you cannot sneak. If you are sneaking, attack an enemy, and then try to hide then you may be able to get out of sight, but the enemy will be generally aware of where you are hiding.
Traps: I add a bit of an extra layer to traps where if a trap is set off, I will narrate some kind of trigger (ie “you hear a sudden CLICK”) and players will be asked for a quick response. How each player reacts will determine how the trap effects them, if at all.
Player Questionnaire:
If you made it this far and are still interested, then you are almost done, and I thank you for your patience. Please complete the questionnaire below. If you are not able to answer everything then that is fine. It is just meant to give me a good idea of who you are and what you are looking for in a D&D campaign.
-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 mistakes
The 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:
-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
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
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.
Hello, I'm currently the Dm for my group of 4 people and have been looking for an opportunity to joint my players in a campaign for a while now. I found your post very interesting and reflective of my own style. We are in our 30s and late 20s, 2 of my players are brand new and myself along with 2 others have been playing for a couple years now. If you don't mind I'll fill out your player questionnaire as myself and some general information about players in the party who deviate a bit from the rest of the groups opinions. We love the game and would love to start a long term campaign.
Player Questionnaire:
Answer: Friday night is the best for everyone. We've been meeting at 8pm central time for a while now with minimal cancellations.
-To think cleverly, strategically, or creatively to overcome obstacles or make obstacles easier to defeat. (Sometimes bashing is required).
-To have a character participate in a fun story and hopefully to be successful.
-To stay in character even when it might hurt me.
Overall if the session was fun it was a success.
Answer: We all really enjoy having challenges that particular players can excel at. Physical challenges for the brutes, diplomacy for the bard etc.
Answer: Our group is very goal oriented and dont like to loaf around much. We like each session to be an opportunity to further either the groups goal or an individual's.
Answer: Something in between. There are moments where each style has its benefits and can be more fun. While free form play is a blast having restrictions and limitations is what brings out creativity.
-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 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 large city
-Influence a state or region
-Stop an evil organization/evil overlord
-Build up the power/wealth/status of my loyal patron
-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 session notes
-Helping others and the DM remember the rules
-Tracking NPC contacts
-Writing character background
-Assign group roles: Treasurer, navigator, etc.
-Writing session notes
-Finding/making/painting markers for my and other characters
-Tracking NPC contacts
-Helping players/the DM in other ways: Biting adventuring hooks and playing as a team. Knowing our characters abilities, spells, magic item effects and general knowledge of game rules.
We are happy to provide feedback and suggestions!
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:
Answer: Not comfortable with graphic descriptions of violence against kids/babies. Other than that we are completely comfortable with everything else.
Thanks again and hope to talk to you soon!
Hey! I read through all of this and wow!!!! this is cool. I love what you are saying and amhighly interested.
Monday, Wednesday, Friday Nights
-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 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.
I was playing my Kobold Gunslinger and we were on a boat. Instead of simply shooting the enemy I decided to use an explosive I had made to destroy the main mast and crush them.
Rocks fall everyone dies....... This is serious and it has happened to me. We were moving through a valley and as we were moving through the bard was singing and playing and during stuff the DM had the bard roll for something I don't remember and then rocks fell and we all died because we didnt pass the save DC and were crushed to death.
The Kind of DM I prefer is a focused DM that is as engaged in the characters story as they are. A DM who looks to make players feel as if they are really a part of the world that they are in and the things they do actually effect it.
-my character should be present and the DM should control them should combat occur
-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).
-There are group goals, individual goals, and those goals may be different.
-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.
-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)
-Halt a danger to a home town
-Be loyal to an organization (get orders, fulfill missions)
-Stop an evil organization/evil overlord
-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
-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 character background
-Writing character journals
-Writing session notes
-Tracking NPC contacts
-Writing character background
-Writing character journals
-Writing session notes
-Tracking NPC contacts
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 am perfectly fine with just about everything. I have an iron stomach for these kinds of things.
-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 hopefully to be successful.
-To stay in character even when it might hurt me.
-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.
-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.
-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 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
What kind of overarching campaign goals interest you:
-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
-Avenge the wronged
-Protect the weak
-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-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
-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:
-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
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 hope I answered this to your liking ( For the check all that apply I simply deleted the ones I did not agree with ). I really like the premise of your campaign and if you would like to have me as a player I would be delighted to join. If I make the cut the best way to reach me is via my discord.
Discord: The Meta#2839
Thanks for your interest. There would certainly be a lot of benefits to running a group already familiar with each other. I am still going through responses here and other places I posted. I'll be reaching out once I decide on players to set up a group video chat to make sure everyone is a good fit.
Hello! Your campaign sounds really awesome. I’d love to be part of it.
Player Questionnaire:
I am free Monday, Wednesday, and Friday nights.
-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 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.
In my last campaign I had a character who tracked down an invisible enemy into a storage room, and I kept them in there by covering the floor with a bunch of ball bearings. The enemy failed her save and I got a crit on the attack. Best moment I had ever had.
In my last campaign, the DM had us traveling in a magical canyon, where the traps could do a lot of damage to us if we fell for them. However, our characters passed a lot the checks, but after awhile, we realized that the DM was just putting us through it, until one of us failed. I get that they made the traps for a reason, but we passed more than 10 of the checks, and us players kinda got annoyed by this.
-my character should be present and the DM should control them should combat occur
-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.
-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.
-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)
-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
-See the world
-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 character background
-Writing session notes
-Helping others and the DM remember the rules
-Writing character background
-Writing session notes
-Helping others and the DM remember the rules
-Tracking NPC contacts
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’m ok with everything. No worries!
Thank you for responding. I am looking over all the responses I have received here and other places I've posted and then I'll be reaching out once I decide on players to set up a group video chat to make sure everyone is a good fit.
Awesome. Thanks for responding and completing the questionnaire. I'll be reaching out once I decide on players to set up a group video chat to make sure everyone is a good fit.
Would really love to join. My heart is in this game. Im having a hard time joining games right now as my last DM decided to just stop playing our adventure. I hope you will consider me. thanks and have a wonderful evening!
When weeknight works best for you to play?
Wednesday
-To acquire, use, and optimize new spells/powers, abilities, and other resources to make me and the party successful.
Can't really think of something specific
Navigating the politics of a city. it is just boring to have to pretend to file paper work then go from person to person convincing them of things.
Somewhere in between. As long as the game is fun and no one is being allowed to "break" the rules in to crazy of a way then I am good with it
-my character should be present and the DM should control them should combat occur
-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).
-There are group goals, individual goals, and those goals may be different.
-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.
-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
-Fight a war of defense
-Be loyal to an organization (get orders, fulfill missions)
-Stop an evil organization/evil overlord
-Avenge the wronged
-Protect the weak
-Build my power and the power of my friends
-I like a well-planned, well balanced adventure and am willing to accept some railroading so the DM can meet that need.
The next questions are asking about engagement and participation in a campaign.
-Writing character background
-Writing session notes
-Writing character background
-Writing session notes
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
Well if you like what you see just add me on discord: Leeor01#7408
Player Questionnaire:
If you made it this far and are still interested, then you are almost done, and I thank you for your patience. Please complete the questionnaire below. If you are not able to answer everything then that is fine. It is just meant to give me a good idea of who you are and what you are looking for in a D&D campaign.
-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 hopefully to be successful.
-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’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 like individual goals to converge with group goals.
-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.
-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
-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
-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-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
-Helping others and the DM remember the rules
-Tracking NPC contacts
-Helping players/the DM in other ways. Describe:
-Writing character background
-Writing character journals
-Writing session notes
-Helping others and the DM remember the rules
-Tracking NPC contacts
-Helping players/the DM in other ways. Describe
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:
Nothing really. It’s dnd and lets me honest typically there are a lot of injustices that just gives my pc more reasons to fix what is wrong.
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.
Wednesday or Thursday would work best
I like to Role Play and build the character to correspond to the adventure they are on. Go from Noob to Hero in the span of the campaign
I like a DM that leads the party into a wide variety of fun adventures. That challenges the party while making it fun. One that when you win a huge battle everyone cheers.. Also one that gives some power but also makes them earn it.
-If I cannot attend maybe my PC will so a side job or was stuck helping a NPC for the day
-I’m okay with failing a mission related to the overall campaign goals. YES
-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).YES
-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).YES
-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.YES
-I’m okay with failing. Period. Even the whole campaign.YES- as long as the story is fun and keeps moving (Sometimes the bad guys does win)
-Though I know the party won’t be perfect, I really need every mission to end with at least a modicum of success.Not always
-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.Yes. This makes the campaign more organic.
-Everyone focuses on the group goals Sometimes.. PC do need an underlying goal as well
-There are group goals, individual goals, and those goals may be different.YES
-I like individual goals to converge with group goals.YES
-Never. How could that even be fun?Sometimes you character reaches its end and starting a new one in the campaign makes sense.
-When the character can be resurrected and eventually catch up to other characters in power level YES
-When it forwarded a plot overall or made a very dramatic enjoyable scene. YES
-When the GM thought we made serious mistakes and the dice dictating it.GM makes mistakes? =)
-When I got an awesome death monologue.TOTALLY
-When I had something else to do at the table afterward.YES
-The acceptability of character death is inversely proportional to the amount of time it takes to create a new character.NO
-Character death is more acceptable the longer and more successful my character has been.Agreed
-Character death is less acceptable the longer and more successful my character has been.QUESTIONABLE. Sometimes you need to move on. It might be difficult but it can happen
-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.NO
-It is okay to me if other characters die for character/story reasons but not if it affects my character too much. YES
-Influence a small group of people known to him or her YES
-Influence events in a small group YES
-Influence events on a local level (neighborhood or small town) YES
-Influence a large city YES
-Influence a state or region YES
-Influence a country YES
-Influence a world YES
-Influence a plane YES
-Influence the fabric of reality OF COURSE =)
-Halt a danger to a home town YES
-Fight a war of defense YES
-Be loyal to an organization (get orders, fulfill missions) YES
-Stop an evil organization/evil overlord YES
-Save the world/universe YES
-Stop the internal power grab within my organization/country YES
-Build up the power/wealth/status of my loyal patron YES
-See the world YES
-Explore different cultures YES
-Get the McGuffin YES
-Build a menagerie YES
-Avenge the wronged YES
-Protect the weak YES
-Build my power and the power of my friends YES
-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. FUN
-I like a well-planned, well balanced adventure and am willing to accept some railroading so the DM can meet that need. YES
-I like a well-balanced seamless but improvised adventure and get frustrated by GM mistakes GM ARE HUMAN THEY CAN MAKE MISTAKES ITS NOT A BIG DEAL
The next questions are asking about engagement and participation in a campaign.
-Writing character background YES
-Writing character journals YES
-Writing session notes YES
-Finding/making/painting markers for my and other characters YES
-Helping others and the DM remember the rules YES
-Tracking NPC contacts YES
-Helping players/the DM in other ways. Describe: I try to help by not metagaming, playing the role I choose and being the best me I can.
-Writing character background YES
-Writing character journals YES
-Writing session notes YES
-Finding/making/painting markers for my and other characters OK
-Helping others and the DM remember the rules OK
-Tracking NPC contacts YES
-Helping players/the DM in other ways. Describe SAME AS ABOVE
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 have no restrictions, but will follow some rules if other players do have issues.
Preferably not Monday as I often have shifted weekends (Sunday/ Monday instead of Saturday/Sunday and want to keep them for personal time and errands) and definitely can't play Tuesday evenings as I run my own group
I am a support player by heart, I like to help my teammates do their best in whatever situation occurs. I have played a lot of clerics and bards in the past, being a character that shines by making others shine makes me feel best.
I have always been a fan of a twist or a mystery. As fun as a good old fashion dungeon crawl can be I think variety is the spice of life, so anything that turns both the combat and roleplay weve been doing on their heads in a story sense (Oh you killed the forest guardian, now undead are coming out of the woods!) makes me as a player have the hesitant mindset of a character that doesn't realize they are a protagonist, just a person trying to survive. Things aren't gonna work for us all the time, things are complex.
As I just said our characters shouldn't realize they are protagonists and imo the worst feeling is when game logic is being applied out of character. I have DM'd in 5e before, and am a long time 3.5/Pathfinder player so I am at least passingly familiar with a lot of the monster manual. I don't want a player knowing a monsters weakness effecting how their character who doesn't know plays. Likewise a lot of modules and dungeons are sourced online. I have had players look them up and spoil all of the puzzles and secret encounters before which is just dreadful. So maybe not a campaign event but definitely something I do not enjoy in my games.
I think a DM should be about 80% by the book, 20% rule of cool. I think the structure of the game gives us a level playing field to build a fiction in and that by often ignoring the rules it can make it hard to determine what is and isn't allowed which can strain roleplaying as outlandish actions can take you out of the moment. That being said when something sweet is described I like a DM to have flexibility to allow it to happen even if it isn't strictly legal, we're summoning demons and throwing fireballs, we should be able to do some sick shit like.
If my character is in a situation (travelling, in a dungeon, during combat) when the last session ended I think they should stay with the party, so DM control is fine. Just have them be kinda lowkey and take a back role in dealing with NPCs or whatever. If an important situation does get put on my character through a comedy of errors I could probably text a response pretty quickly
I think my protagonist line works here too, even if you the DM intend us to be, we are not aware of this and should be able to fail any and everything. From not getting a lead in a bar which makes the whole quest much harder to failing the final battle. If it feels like the safety bumpers are on the encounters both combat and social don't have the stakes that make great RP
Characters are dynamic and they should have dynamic reasons for joining the party. A rogue with trying to escape the assassin's guild she abandoned traveling with a group of adventurers who are looking for an artifact to save a kingdom has their own reasons for doing the main goal even if they are still pursing the main goal. She's not gonna be happy about going into that ancient tomb, and probably gonna way the pros and cons if things start to go sideways, but she is still motivated to stick with the protection of the party over going it alone. Whatever works for individual characters is fun for me.
-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.
-Character death is more acceptable the longer and more successful my character has been.
No stakes mean no drama, I should be able to die to lowly wolves and I should be able to die to mighty devils. Some encounters you need to run, sometimes you need to pivot tactics or find magic to help before you try again. Even if my character is cautious, they are just as vulnerable to an unexpected knife to the throat or a dragon's breath if the dice say that's how it is. Because our characters are just people, and simply trying to be safe doesn't make you bulletproof.
Depends on how long we play, as we become stronger I think we have the capability to influence more of the world around us. But I have also played games where we were monster hunters and we wanted to never even be noticed.
-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 this sounds great! Sometimes priorities and goals change as information comes to us. A lich being unleashed by a cult is enough to change the course of our quest, can't become a famous bard if an undead king rules the land, so I don't need as much a final goal as a starting call to adventure and any of these could be fun.
So I am a DM and I get it. Improv is necessary because you can not and should not being doing so much prep that anything we throw at you're ready for. As players we are not going to be gaffe free ourselves. We're playing a game and you should not have to worry about your thespian skills while you enjoy yourself.
The 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: I am kinda the DND granddaddy for my group of friends, and now some of my players are running one shots which is exciting and in those games the new DM and I will message each other on discord if they are ever uncertain. I like to share any resources I have with them to help them, as DMs have enough to worry about so any cheat sheets help.
-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
Helping out with just knowledge and experience
The world of DND can be dark and fights can be brutal. But implication can take care of a lot of those details that I don't need.
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:
Sexual violence in anyway shouldn't be at the table.
On that note sex in general should be avoided as best as possible, I know the horny bard meme exists and there is some intrigue that can happen with a player that could leverage sexuality in a social setting, but roleplaying it is not fun for those that have to watch or worse participate unenthusiastically to advance the plot
(I accidentally deleted my first post. Sorry about that.)
Hi I’m Abby. I’m interested in your post for wanted players for a DnD Stream. I’ve especially interested in your D&d group because you mentioned looking for a more diverse group. As a lesbian and as neurodivergent I have been looking for a champagne-like this for some time.
Questionnaire answer:
When weeknight works best for you to play?
Friday or Saturday Nights would work best for me.
My favorite ways to play is:
My favorite way to play D&D is to create a story with others. I love helping other’s characters grow, and the amazing stories that are born from the collaboration between the players and DM. From battles to character creation I adore D&D and am always trying to make myself a better player and to contribute to the story, and group. As both a DM and a player I absolutely adore watching characters grow and change, and getting to create stories align with my fellow players.
My favorite champaign moment was when my sister’s character had to come face to face with her husband who she ditched, and the character interactions between her character and the party at the time, and the resulting character development.
My least favorite D&D session are always those with less story. While I do enjoy a good battle or fight, if there aren’t any narrative stakes, or good motivations for the characters, it can become far less entertaining.
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 have no preference for a game master. With experiencing DMing myself, I understand that the game master is doing their best to create an enjoyable experience for the players, and is themselves, trying to have fun and weave the story together. The Dm’s playstyle is part of the experience, and in my opinion, should be embraced by the players. More rule-heavy DMs can provide structure to a narrative, and are extremely good at preventing plot holes and balancing player and NPC abilities so that there are rarely overpowered characters, and the game tends to be quite fair, while more laid back Dms can provide for crazier more rich roleplay, and sometimes will allow for the narrative to shift game mechanics, for the sake of the experience. I enjoy the game either way.
If I can’t attend a session, I would like for the DM to chose what makes the most narrative sense in the moment. In some cases, it may make more sense for the character to not be present for part of the narrative, and so the player doesn’t have to be filled in on everything they missed. In other circumstances, it makes more sense for the character to stick around, and for the DM to control the character. I’m good with both.
Please indicate any of the following responses that match your expectation for missions:
In D&D missions I’m perfectly fine with “failing a champaign”. With my experience as both a player and DM, I think the ability to “fail a champaign” is actually important, to provide narrative stakes and consequences for the players. All the best games I’ve played and Dm’ed have been those where players could fail, and in some cases, have failed. That includes character deaths. I’m perfectly fine if my character dies. Character deaths are consequences of the player’s actions, or in some cases necessary for the narrative.
I like roleplaying where:
I love all types of roleplaying in a D&D Champaign, whether thats the group reaching towards their goal, characters searching for individual goals, or both. From my experience, the type of roleplay involved in a champaign is formed by how the players interact and is different in every group and every champaign.
When has it been okay or even fun for your character to die in a game?
I am absolutely fine with my character dying in all circumstances.
By the time we finish a campaign, I want my character to be able to:
to have influenced a small group of people close to them.
What kind of overarching campaign goals interest you:
I’m interested in all of the overarching goals listed.
How do you feel about GM Improvisation:
I feel like improvisation is completely up to the DM, and will do my best to enjoy the champaign either way.
In previous campaigns I’ve enjoyed
Writing character backgrounds,
Writing character journals,
Writing session notes,
Tracking NPC contacts
And helping the DM/players in any way I can to make the game for fun.
-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
(all answers apply)
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:
Extremely vivid Descriptions of graphic violence/gore
Thanks for your time
-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 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.
-I prefer my character be considered absent from the events of that session. However, with discretion the DM or another player could run my character if they are important to the session.
-I’m okay with failing. Period. Even the whole campaign.
-There are group goals, individual goals, and those goals may be different.
-When it forwarded a plot overall or made a very dramatic enjoyable scene.
-When I got an awesome death monologue.
- Player death is a part of the game. If I can make another character and stay in the campaign we are fine.
-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
- Or, depending on the character, retire peacefully!
- Show up as an NPC or a guest in future campaigns.
-Halt a danger to a home town
-Fight a war of defense
-Stop an evil organization/evil overlord
-Save the world/universe
-Stop the internal power grab within my organization/country
-See the world
-Explore different cultures
-Avenge the wronged
-Protect the weak
-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 session notes
-Helping others and the DM remember the rules
-Tracking NPC contacts
-Helping players/the DM in other ways. Describe: Im the snack guy! Not as useful for an online campaign, but hey!
-Writing character background
-Writing session notes
-Helping others and the DM remember the rules
-Tracking NPC contacts
-Helping players/the DM in other ways. Describe: Just ask, if I can't I'll say no. Otherwise sure.
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: Im good.
Thank you for taking the time to put this all together!
On diversity: I'm a gay, white, right handed, 24 year old male. I'm from Idaho and currently live in Utah. I study political science and economics. I like tap dancing, architecture, literary analysis, pet rats, and exercising. I'm also a comedian with over 30 live performances in the last 6 years (always unpaid community events). My friends love to watch movies with me because apparently I have really really good facial and verbal reactions to... well... stuff in general, I guess.
The next questions are asking about engagement and participation in a campaign.
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 would be fine with any of the listed scenes and would enjoy it if there were some put in the game here and there. Adds a good sense of gritty realism. Also, I am a-okay with it if the group decides to have only some or none of the listed things.
Hey my name is Jason, I've been playing and DMing for about 6 years and am looking for a long, consistent campaign to join.
Weeknight works best for you to play?
Any weeknight after 830 est works for me.
My favorite ways to play is:
-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 hopefully to be successful.
-To stay in character even when it might hurt me. To get and revel in the spotlight.
My absolute favorite moment from any campaign I've played in or ran was when a player of mine sold all their in game belongings to funnel their money into an obscene amount of glyphs of warding and lure the bbeg into a complex trap about 6 levels before they would have reasonably defeated them.
I used to play with a DM who was really fantastic at worldbuilding but had a bad habit of talk down to his players and berating them for not playing in ways he saw as optimal. I don't have any great stories about it but that was miserable.
The most important trait in a DM to me is someone who knows how to make every player at the table feel important and valuable to the group, and can keep the game running at a smooth pace.
-my character should be present and the DM should control them should combat occur
-I’m okay with failing. Period. Even the whole campaign.
-I like individual goals to converge with group goals.
Sorry I didn't feel the prewritten options were able to accurately convey my opinion on character death. I'm okay with my characters death under any circumstances, and love heroic deaths. I've had characters die within 30 minutes of rolling and at the ends of year long campaigns. Bring the pain!!
-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)
-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
-See the world
-Explore different cultures
-Get the McGuffin
-Avenge the wronged
-Protect the weak
-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 am very very enthusiastic about improv and it's one of the biggest draws off ttrpgs to me
The 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: mapmaking, worldbuilding, out of session rp, balancing Homebrew content
-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: I consider myself to be pretty good at both worldbuilding and balancing that's something that's needed. I also don't mind chronicling the groups adventures.
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:
Sexual violence/assault is the only thing I'm uncomfortable with
This is a nightmare to scroll through.
Hey, everyone. Thank you all so much for your responses. I was worried I wouldnt even get enough for a full group but between the responses here and everywhere else I posted, that definitely wont be a problem. I will be going through all the responses today. Once I have sorted through them all, I will be reaching out to everyone to set up a 1 on 1 video chat, and then a group video chat for the final group. Thank you all for your patience.
It's all good. Wish you the best on your search through all the apps man!!!! Cant wait to hear from you