I'm relatively new to DM'ing, but I've been playing Pathfinder for three or four years now, and I'm fairly comfortable with it. I've been working on an original setting for a bit now, and I'd like to play it out. The specifics of race detail, and other mechanical information that is changed, as well as a spreadsheet-CS link on google drive will be sent via PM. As you can see in the tags, this will be a Medieval Fantasy setting, with a few unique elements. Namely, this setting will feature "weird sky" elements, as well as a strong presence in both fae and creatures-of-the-night. Not to say there aren't dragons and dwarves and other more ubiquitous fantasy elements, but at the same time, it's not exactly going to be widely magical. Mainly, I mean that the average world citizen will know magic is a thing that exists, but not how it works, and this will cause most average folk to harbor anywhere between mild to major mistrust of magic. And don't think that means Clerics are safe from this. They still do magic, and magic pushes the boundaries of what's 'normal', and that can make most people uncomfortable. But you're not most people. You're adventurers! This RP will be more character driven, rather than me driving you guys through a series of dungeons or plots. Not that there won't be caves to explore or plots to unravel, but it'll be more-or-less your guys' choice. You'll be rolling your ability scores, particularly: [code]4d6 drop the lowest Re-roll 1's once per 4d6 Roll 4 sets Choose your ability scores from one of the sets and assign them as you desire[/code] Now, you'll be starting at first level. I'll likely allow most classes, specifically core and hybrid classes, so just ask me about most options. Now, races will be detailed in a document that you will be sent, as listed above. Each race available has little touches to meld them into the world, and the flavor of a few classes may be tweaked. For instance, goblins are respectable folk, druids are dark- don't really assume too much off the bat. I won't restrict race/class combinations, but for certain classes, you may have to have certain elements of backstory to learn it in the first place. You'll likely enter into an adventurer's guild (I'll make that an option, at least. Not going to force you, but it will be an option early on) from whence various adventures will unfold. And here's your shorthand character sheet for now, with the more narrative pertinent information. [hider=Narrative Sheet] Name: Age: Race: Height; Weight; Class: Appearance: Personality: Biography: Hex: (hex value for character dialogue) [b]FAQ[/b] AC: (Typical AC Max) Attack: (Attack with common modifiers to hit and damage) Special Traits: (Resistances, immunities, special abilities, etc) Senses: Skills- (List commonly used, ranked, or specially modified skills) Link: (link to full CS) [/hider] Edit: We will be using Roll20 to handle dice rolls (though you are free to use real dice for character generation, and if you feel the need to use real dice, just have some way to probe the timeliness of the roll.), and using an IC thread here on roleplayerguild for play-by-post progression. We will be using the OOC to resolve rolls and damage, while the IC is for the narrative resolution and descriptions of attempts and intent. Let's say, for example, that you're attacking a zombie. In your post, you will describe your character's attempt at attack, while you post your roll for attack and damage (just to make it smoother,) in the OOC. I will then resolve the hits and damage in an IC post of my own in initiative order, The reason we're not using the built in roller here is because it doesn't archive, and I can't really figure it out myself. Edit Mk II: And just so you know, I'm not big on the whole extraplanar stuff. So expect (at least the flavor) of summoning and such to be changed. (Also don't even ask for summoner that isn't Unchained Summoner.) Edit Mk III: Updated Narrative Character Sheet Any questions, comments, or concerns? Feel free to ask me! I will try to be as newbie friendly as I possibly can.