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What kind of D&D do you enjoy?
What is your preferred name and pronouns? (required)
Have you played D&D before? If so how much? Have you been a DM? (required)
What type of play do you enjoy most in D&D? Select all that apply
Acting: Players who enjoy acting like getting into character and speaking in their characters' voices. Roleplayers at heinstigating, they enjoy social interactions with NPCs, monsters, and their fellow pinstigatingy members.
Exploring: Players who desire exploration want to experience the wonders that a fantasy world has to offer. They want to know what's around the next corner or hill. They also like to find hidden clues and treasure.
Instigating: Player's who like to instigate action are eager to make things happen, even if that means taking perilous risks. They would rather rush headlong into danger and face the consequences than face boredom.
Fighting: Players who enjoy fantasy combat like kicking the tar out of villains and monsters. They look for any excuse to start a fight, favoring bold action over careful deliberation.
Optimizing: Players who enjoy optimizing their characters' capabilities like to fine-tune their characters for peak combat performance by gaining levels, new features, and magic items. They welcome any opportunity to demonstrate their characters' superiority.
Storytelling: Players who love storytelling want to contribute to a narrative. They like it when their characters are heavily invested in an unfolding story, and they enjoy encounters that are tied to and expand an overarching plot.
I have no idea
What type of fantasy do you enjoy the most? Select all that apply
Heroic Fantasy: Heroic fantasy is the baseline assumed by the D&D rules. A multitude of humanoid races coexist with humans in fantastic worlds. Adventurers bring magical powers to bear against the monstrous threats they face. These characters typically come from ordinary backgrounds, but something impels them into an adventuring life. The adventurers are the "heroes" of the campaign, but they might not be truly heroic, instead pursuing this life for selfish reasons. Technology and society are based on medieval norms, though the culture isn't necessarily European. Campaigns often revolve around delving into ancient dungeons in search of treasure or in an effort to destroy monsters or villains.
Sword and Sorcery: A grim, hulking fighter disembowels the high priest of the serpent god on his own altar. A laughing rogue spends ill-gotten gains on cheap wine in filthy taverns. Hardy adventurers venture into the unexplored jungle in search of the fabled City of Golden Masks. A sword-and-sorcery campaign emulates some of the classic works of fantasy fiction, a tradition that goes back to the roots of the game. Here you'll find a dark, gritty world of evil sorcerers and decadent cities, where the protagonists are motivated more by greed and self interest than by altruistic virtue. Fighter, rogue, and barbarian characters tend to be far more common than wizards, clerics, or paladins. In such a pulp fantasy setting, those who wield magic often symbolize the decadence and corruption of civilization, and wizards are the classic villains of these settings. Magic items are therefore rare and often dangerous.
Epic Fantasy: A devout paladin in gleaming plate armor braces her lance as she charges a dragon. Bidding farewell to his dear love, a noble wizard sets forth on a quest to close the gate to the Nine Hells that has opened in the remote wilderness. A close-knit band of loyal friends strives to overcome the forces of a tyrannical overlord. An epic-fantasy campaign emphasizes the conflict between good and evil as a prominent element of the game, with the adventurers more or less squarely on the side of good. These characters are heroes in the best sense, driven by a higher purpose than selfish gain or ambition, and facing incredible dangers without blinking. Characters might struggle with moral quandaries, fighting the evil tendencies within themselves as well as the evil that threatens the world. And the stories of these campaigns often include an element of romance: tragic affairs between star-crossed lovers, passion that transcends even death, and chaste adoration between devout knights and the monarchs and nobles they serve.
Dark Fantasy: Vampires brood on the battlements of their accursed castles. Necromancers toil in dark dungeons to create horrid servants made of dead flesh. Devils corrupt the innocent, and werewolves prowl the night. All of these elements evoke horrific aspects of the fantasy genre.
Mythic Fantasy: While an angry god tries time and again to destroy him, a clever rogue makes the long journey home from war. Braving the terrifying guardians of the underworld, a noble warrior ventures into the darkness to retrieve the soul of her lost love. Calling on their divine parentage, a group of demigods undertake twelve labors to win the gods' blessings for other mortals.A mythic-fantasy campaign draws on the themes and stories of ancient myth and legend, from Gilgamesh to Cú Chulainn. Adventurers attempt mighty feats of legend, aided or hindered by the gods or their agents and they might have divine blood themselves. The monsters and villains they face probably have a similar origin. The minotaur in the dungeon isn't just another bull-headed humanoid, but the Minotaur-misbegotten offspring of a philandering god. Adventures might lead the heroes through a series of trials to the realms of the gods in search of a gift or favor. Such a campaign can draw on the myths and legends of any culture, not just the familiar Greek tales.
Mystery: Who stole three legendary magic weapons and hid them away in a remote dungeon, leaving a cryptic clue to their location? Who placed the duke into a magical slumber, and what can be done to awaken him? Who murdered the guildmaster, and how did the killer get into the guild's locked vault? A mystery-themed campaign puts the characters in the role of investigators, perhaps traveling from town to town to crack tough cases the local authorities can't handle. Such a campaign emphasizes puzzles and problem-solving in addition to combat prowess. A larger mystery might even set the stage for the whole campaign. Why did someone kill the characters' mentor, setting them on the path of adventure? Who really controls the Cult of the Red Hand? In this case, the characters might uncover clues to the greater mystery only once in a while; individual adventures might be at best tangentially related to that theme.
Swashbuckling: Rapier-wielding sailors fight off boarding sahuagin. Ghouls lurk in derelict ships, waiting to devour treasure hunters. Dashing rogues and charming paladins weave their way through palace intrigues and leap from balconies onto waiting horses below. The swashbuckling adventures of pirates and musketeers suggest opportunities for a dynamic campaign. The characters typically spend more time in cities, royal courts, and seafaring vessels than in dungeon delves, making interaction skills important (though not to the extent of a pure intrigue campaign). Nevertheless, the heroes might end up in classic dungeon situations, such as searching storm sewers beneath the palace to find the evil duke's hidden chambers.
Intrigue: The corrupt vizier schemes with the baron's oldest daughter to assassinate the baron. A hobgoblin army sends doppelganger spies to infiltrate the city before the invasion. At the embassy ball, the spy in the royal court makes contact with his employer. Political intrigue, espionage, sabotage, and similar cloak-and-dagger activities can provide the basis for an exciting D&D campaign. In this kind of game, the characters might care more about skill training and making contacts than about attack spells and magic weapons. Roleplaying and social interaction take on greater importance than combat, and the party might go for several sessions without seeing a monster.
War: A hobgoblin army marches toward the city, leading elephants and giants to batter down the stronghold's walls and ramparts. Dragons wheel above a barbarian horde, scattering enemies as the raging warriors cut a swath through field and forest. Salamanders muster at an efreeti's command, poised to assault an astral fortress. Warfare in a fantasy world is rife with opportunities for adventure. A war campaign isn't generally concerned with the specifics of troop movements, but instead focuses on the heroes whose actions turn the tide of battle. The characters carry out specific missions: capture a magical standard that empowers undead armies, gather reinforcements to break a siege, or cut through the enemy's flank to reach a demonic commander. In other situations, the party supports the larger army by holding a strategic location until reinforcements arrive, killing enemy scouts before they can report, or cutting off supply lines. Information gathering and diplomatic missions can supplement the more combat-oriented adventures.
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Any topics/words/ things you would like the campaign and the people in it to avoid?
Any other Ideas or things that you find enjoyable in a campaign?
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