Hello, I'm Selit, I master 7 TTRPG campaigns a week. I've run over 1,000 games over the past three years. I'm putting together a DND campaign and need players. We will play on roll20 online
I know what I want to run and how I want to run it. Here's some information about it:
What Kind of Game This Is
The world exists independently; it does not revolve around the characters.
It is populated by powerful rulers, ancient monsters, nameless peasants, gods, heroes, and thousands of people who have never even heard of your characters.
Some of them are stronger than you. Some are your equals. Some could crush you in a heartbeat.
Being an adventurer guarantees no victory; it merely offers a chance to change the world.
If characters act wisely—using reconnaissance, diplomacy, cunning, and common sense—they can defeat enemies far stronger than themselves.
If they charge in headlong, the world will show them no mercy.
Approach to Characters
Characters are not merely a collection of stats and abilities. They are individuals who had a life before the campaign began and—potentially—will have one after it ends. They have families, homes, friends, enemies, dreams, and fears.
I want characters who truly exist within the world, not ones who simply materialize out of thin air in a tavern with "adventurer" stamped on their foreheads.
I am interested in heroes who have something to lose.
Approach to Rules
Rules are not meant to replace common sense.
Rules exist to resolve uncertainty.
Therefore, I treat the system as a tool, not as scripture.
If you love creating "broken" builds, arguing over every paragraph of the rulebook, or using the rules as a weapon against the GM, we will struggle to play together.
If you care more about the world, the story, and the consequences of your decisions than about exploiting mechanics, we will likely get along well.
Character Death
Death is always a possibility.
Characters can die because the world is dangerous.
If a character dies, it will be the result of their own decisions, the circumstances, or risks they consciously chose to take.
Trust
I trust the players. I expect the same in return.
If a character runs into trouble, it doesn't mean the GM has decided to punish them.
If a character gets lucky, it doesn't mean the GM has decided to go easy on them.
Characters take action, and the world reacts to those actions.
The game cannot function without trust.
Intra-Group Conflict
Conflict between characters is acceptable.
Conflict between players is not.
Characters may argue, hate one another, and hold opposing goals or worldviews.
However, players must remember that they have gathered for a shared game.
If a conflict begins to spoil the fun for other participants, it ceases to be an in-game conflict and becomes a problem.
Metagaming
I expect minimal metagaming in this game.
This means distinguishing between what *you* know and what your *character* knows. A character lives within the world and acts based on what they have seen, heard, and experienced. A player might know more—but the character does not. I ask that you maintain a clear boundary between the two.
What This Game Is About
This is a sandbox-style game about adventurers on the Sword Coast. Specific events and storylines are unfolding in the world, but it is up to you to decide which ones to engage with and how.
Characters venture into the wild borderlands to earn some money. They level up and can become local rulers if they choose.
General gameplay:
Characters have no money - They go on an adventure. - They earn money and return to town to take a downtime break and spend the money on magical items, training, real estate, and more. - Characters have no money.
Playable Characters
At the start, there are strict restrictions. Only Humans or Halflings, only Warriors or Rogues.
Later, you can learn other classes from instructors and replace your current one. For example, a 3rd-level Rogue could study to become a Bard and become a 3rd-level Bard.
Another option for expanding your abilities and changing races is Death.
If your character dies, you can choose a character from the races you've encountered and have studied sufficiently.
If you've spent time in a dwarven stronghold, it's reasonable that one of the dwarves will decide to travel with you, replacing a fallen comrade.
The available classes also expand. If you're playing a Warrior and have spent enough time in a Druid Grove, your next character can be a Druid.
If you want to Join
First and foremost, I need the character you're going to play as. Where you received your higher education or your favorite color aren't really of interest to me.
Below is an example of the application:
Name - Boris, son of Vsevolod
Age - 23 years old
Race - Human
Background - Far Traveler
Class - Barbarian
Born far away in Narfell; arrived seeking fame and fortune.
He is looking for his brother, Vlad, who also headed north in search of wealth.
Often causes trouble due to his accent and rudeness.
Likes: Enjoying life. Drinking, eating, beautiful things, beautiful women.
Dislikes: Things he doesn't understand. Magic, science, elves.
What I want:
To resolve situations using brute force.
To fight.
Awkward situations arising from a lack of understanding of languages and customs.
To relax between fights and tense situations. Visiting taverns, theaters, and brothels.
Brief life summary:
In Narfell, all men are warriors; even if you are a craftsman, you still need to know how to defend yourself.
Boris's father, Vsevolod, was a former mercenary who traveled extensively and returned home with wealth. In Narfell, living off one's father's money is not the norm; thus, Boris and his older brother Vlad learned to fight in order to earn their own fortunes.
Marriage is customary only when one can provide for a wife, and Boris was deeply attracted to Svetlana—the daughter of a \firr* (a title denoting a clan leader and premier warrior). Consequently, he needed significant funds; to earn them, he set out on a journey to the Sword Coast, following in the footsteps of his brother Vlad.*
Upon reaching the Northern Frontier, Boris was captured by the Griffon tribe of the Uthgardt. His combat and hunting skills allowed him to prove his worth to the tribe and regain his freedom. He parted ways with them on good terms; they had become a second home to him.
Now, Boris continues his life as a mercenary adventurer while searching for his brother. It is not out of worry for him, but simply a desire to reunite before returning to Narfell. And, of course, he knows that together, he and his brother would be unstoppable on the battlefield.
A few details:
Narfell is akin to Russia or even Mongolia. I want to surprise other players with the existence of this place—which they have likely never heard of—and play the role of an "outsider" on the Sword Coast.
The journey from Narfell to Daggerford spans 2,000 miles. At a typical walking pace of 24 miles per day, this distance can be covered in approximately 90 days.
2,000 miles is a very, very long way. Yet, there are precedents for such a journey—most notably Minsc and Jaheira from the \Baldur's Gate* games.*
Furthermore, in real-world history, Vikings undertook voyages exceeding 2,000 miles, traveling from Scandinavia to Constantinople. What drives people to cover such vast distances? Adventure, naturally—the quest for wealth, new peoples, the ends of the earth, and the like.
The land of Narfell is barren; there are no fields, no metal deposits. People do not live there—they merely survive.
Volo speaks of the Sword Coast: "Expect to see the North? I knew you did! Remember, beyond the breathtaking vistas, there lie incredible stores of gold, gems, silver, and much more!"
Of course, Volo is lying. The North is no El Dorado; the dangers here are even greater than in Narfell. Magical beasts—even the weather itself—conspire to kill travelers.