"My pal and I are lookin to get in on some D&D or Chthulu d20. We know the d20 rules inside and out so it sounds cool.
What kind of game are ya looking to run? As in what type of feel, homebrew setting or published?
I like playing Dwarves and Rangers.We dig the roleplaying aspect of the game, but some action is good to.
Also do ya have a stable group of players already or will it just be the three of us. I kinda dig smaller groups like about 3-5 players."
The campaign I’ve got is homebrew set around a theme of exploring, discovering, and then doing something with what you discover. The PCs – and their societies - begin knowing a lot about their little corner of the world, but virtually nothing about the wider world. The region where the PCs are born and raised is surrounded by various obstacles: hostile races, natural barriers, and more exotic mysteries. Imagine the map of a Civilization game in its early stages.
The various PCs races are all present, but have been more concerned with survival and building a solid civilization than trying to work their way through those obstacles and explore. This has just started to change with the PCs’ generation and they’re the ones with the time and ability to go out into the unknown.
This is all designed to give the PCs opportunity for great power and influence in the world. They’ll be the ones initiating contact with other societies (if there’re any out there), or the ones discovering the untouched places to found their own domains. They’ll be the ones gaining levels at a fast pace. The NPCs (though not necessarily the villains) of the setting that have more than seven or so total levels are all either too old or too busy to go adventuring, so the PCs are virtually destined to become the best of the best. Presuming they live long enough; there’s good reasons why the few previous attempts to break through the obstacles around civilization all failed.
At the moment I’ve got two regular players and two others that may or may not be able to continue. I’d like to have five regulars.
We’re using the 3.5 books, just the core ones, and I don’t have any hard and fast house rules. For multi-classing I want a good reason ahead of time (a fighter suddenly gaining the magic ability it took the character that started as a wizard years to gain just rubs me the wrong way. However, if it’s part of the fighter’s background that he always tinkered around with magic anyway, and especially if the player lets me know well ahead of time I don’t have a problem with it), and I can be strict when it comes to material components and “between adventure” research time for new wizard spells.
If this sounds at all interesting, e-mail me at
Beale_Knight@Yahoo.com and I’ll answer questions and send some more information.
Wes
(also – I’m trying to get to Alisho’s game day, so if you make it I may see you there)