Here's the gist. A game day consisting of 3 4 hour slots beginning at 10 AM CST on the first Saturday of the new year (1/2/2016). This will be in my Dimgaard campaign setting. It is three adventures comprising a single story arc for 9th level characters. If you don't have a 9th level character, we'll create one. You can use the 27 point buy from the PHB, and any race and class combination from the PHB, DMG, any Unearthed Arcana, and the Dimgaard Campaign Guide (http://www.drivethrurpg.com/product/144932/Dimgaard-Campaign-Guide)
I've had a couple people point out that I need to be a little clearer on the participation levels. There are (currently) 3 slots scheduled on Saturday, Jan 2. So there are two levels. $10 reserves you a spot in the one slot you choose. The $20 level reserves you a spot in all three slots.
All players will receive pdfs of the adventures they play.
So why should a DM charge players? Well, adding a monetary value does several good things that aren't currently part of the paradigm.
First, most people equate free with valueless, and by putting even a modest price on something it increases the perceived value. So putting a modest price on the opportunity to play DnD will make people realize that is has an actual value.
Second, when it is free, many players simply sign up via whatever mechanism is in place, but then don't show up. This is a common dissuasion to many DMs who get frustrated when players just don't show up. It is well demonstrated that when a consumer has paid a deposit in some form to participate in an activity, they are orders of magnitude more likely to participate (and enjoy it more).
Third, it places a certain expectation of professionalism and competency on the DM. Players have paid actual money, and they have a right to expect a level of play in return.
Finally (and maybe most importantly), it helps align the market. The disparity between the number of players and available DMs can be eliminated by price adjusting (as in any market).
We'll use roll20.net and use google hangouts for voice. You need to have a mic, but no camera. I'll record the game and post it to my youtube account - so you'll be famous!!!
I expect to be done around 10 PM with a lunch and dinner break between slots.
There are 8 rules variations:
1) Death saves don't reset until a creature stabilizes or takes a short or long rest.
2) Can use an action to feed a goodberry to an unconscious creature.
3) Poison on melee weapons are only good for one damage roll.
4) Can interact with an unconscious creature as if it is an object.
5) First round of combat you can reduce your initiative score to a lower value.
6) When using the Lucky feat with disadvantage, you roll twice, then a third replaces the lower of the first two.
7. Coating a melee weapon with poison is effective for only one damage roll.
8. Identical creatures go on separate initiatives
Here are the adventure blurbs:
DG36 Fiends and Cudgels:
The emergence of the Order of Asmodeus as an accepted part of the One True Faith is intolerable to some sects of the religion. When radical changes are proposed to a religion, fundamentalist segments can react so strongly that, if the situation isn’t handled well, it can be a catastrophe. A Dungeons and Dragons 5th Edition Adventure for 1-8 ninth level characters.
DG37 The Tomes of Orcus
The Cult of Orcus was driven from Odill but it wasn’t annihilated. Rumors are circulating that the remnants are poised for a gambit to reclaim Odill for their cause. What forces will ally with the discredited cult are unknown. Can heroes of sufficient quality be found to prevent the disaster hinted at? A Dungeons and Dragons 5th Edition Adventure for 1-8 ninth level characters.
DG38 The Spell Thief
Within the One True Faith, the various Orders have rivalries. And most Orders try to maintain relationships with at least a few cults who have aligned interests. Some even secretly affiliate with gnomes or other races suspected of threatening the One True Faith’s status. Sometimes these rivalries and affiliations give rise to situations where only great heroes can prevent a sectarian war. A Dungeons and Dragons 5th Edition Adventure for 1-8 ninth level characters.
Risks and challenges
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