#Highway to the Hells

7 messages · Page 1 of 1 (latest)

sullen night
#

Damn, sounds absolutely awesome, but I have a commitment on mondays

#

Hope you find a great group

pastel cliff
#

I'm interested, and I just wanted to comment that you are unfathomably based for banning silvery barbs, I do that too. To be clear, this is not Descent into Avernus, yeah? It's totally its own thing? I ask just because I've played that campaign before.

#

Also, I couldn't do this Monday the 19th, but I could do Mondays at this time after that without issue

junior agate
#

I'd also potentially be interested in joining :^) I just have a few questions:

-How late would sessions run, generally?
-What level would the campaign end at?
-Do you use session 0/safety tools? (lines/veils etc...)
-Would content from Wildemount be allowed? (e.g. Echo Knight, Dunamancy)

pastel cliff
#

I'll add a few more questions...

  • What kind of DM are you? Which pillars of adventure do you stress most between combat, exploring, and social interaction?
  • How much do you like to explore player backstories?
  • Do you view the game as a collaborative experience between players and gm, and if so, how does that collaboration manifest at your table?
lime pike
#

-About 3-4 hours per session
-Campaign would end at level 9 or 10.
-Yeah, Session 0 for sure.
-Nothing from Wildemount

-Pretty balanced. I'd say 40% combat, 30% RP 30% Exploration. Learnt a lot from MCDM channel as a DM. I'm really trying to up my punchy narration and make combat more dynamic and fun.
-Exploring the PC's backstories will be the meat of the mid-campaign I'd imagine.
-I set up the sandbox, mine your backstories for gems, and down we go! I'd also like to work in some downtime systems in this campaign.
(And no it's not Descent into Avernus)