So, the D&D thing was a flop, as no one plays that beautiful game, so I'm gonna dumb it down a bit.
Please fill this out.
Name:
Race: Elf, Dwarf, Half-Elf, Half-Orc, Gnome, Halfling, Human? No demons, angels, werewolves, etc. allowed.
Class: Bard, Fighter, Wizard, Cleric, or Rogue are available on this session.
Physical description: Hair, eyes, etc. Do you have a limp, or a scar? A beard? A moustache? Or a ponytail?
Physical/mental attributes: Are you very strong? Are you dexterous or intelligent? Wise? Particularly charismatic and persuasive, or hardy?
Weapons & armor: You may start with a dagger, shortsword, handaxe, or shortbow with a dozen arrows. For armor you may start off with leather or hide.
Other gear: Start off with simple thinks; hoods, blankets, satchels.
Languages known: All races speak Common, unless you wish not to. Elves speak Elvish, Dwarves speak Dwarvish, Gnomes speak Gnomish, Half-Elves can speak Elvish if you wish, Half-Orcs can speak Orkish if you wish. If you are very smart, you may get an extra language if you are a Half-Elf or Human. You may choose two extra if you are a Gnome. Wizards speak Draconinc (The language of Dragons and of Magic).
Spells: Wizards use spells, Clerics use prayers to their patron god, Bards use musical stanzas. At the start you may choose two small spell that you can use at any time and one that you may use once per "Encounter" (Per battle, per event. I.e. you are fighting 3 Goblins and use your Per Encounter spell. You then defeat them and move on. You come to a locked door. You may now use this spell again.). If these spells are too OP, the DM will tell you and give some recommended spells. An example of an At-Will spell is 'Light' or 'Read Magic' or 'Detect Magic'. An example of a Per-Encounter spell is 'Fireball' or 'Magic Orb'. For Clerics, if the prayer is associated with your patron god (i.e. if you worship the god of the sun and you call down fire) you get a bonus. Wizards use combat magic, like 'Fireball', but also utility magic, like 'Detect Magic'. Clerics use godly prayers to either smite their foes, such as 'Rays of Pelor', or to heal their allies, such as 'Cure Light Wounds'. Bards focus on using songs to boost the morale of their companions and give them hope and strength, such as 'Rousing War Chant', or 'Marching Song'.
Rules
No metagaming. In other words, don't use knowledge you know but your character doesn't. For instance you may know that Monster A. has a soft spot under its armpit, but your character doesn't.
No powergaming. The DM will dictate the outcomes of all actions. Don't assume you win. Don't say "I dodge," say "I attempt to dodge".
Respect other players.
Obey the DM.
Do not get off-topic! If you need to say something in OOC ((Type like this.))
At the beginning you are not a great warrior. You are an average swordsman, or an apprentice sorcerer.
Again, STAY. IN. CHARACTER. Act as if you were on EW.
DM has final say.
Please fill this out.
Name:
Race: Elf, Dwarf, Half-Elf, Half-Orc, Gnome, Halfling, Human? No demons, angels, werewolves, etc. allowed.
Class: Bard, Fighter, Wizard, Cleric, or Rogue are available on this session.
Physical description: Hair, eyes, etc. Do you have a limp, or a scar? A beard? A moustache? Or a ponytail?
Physical/mental attributes: Are you very strong? Are you dexterous or intelligent? Wise? Particularly charismatic and persuasive, or hardy?
Weapons & armor: You may start with a dagger, shortsword, handaxe, or shortbow with a dozen arrows. For armor you may start off with leather or hide.
Other gear: Start off with simple thinks; hoods, blankets, satchels.
Languages known: All races speak Common, unless you wish not to. Elves speak Elvish, Dwarves speak Dwarvish, Gnomes speak Gnomish, Half-Elves can speak Elvish if you wish, Half-Orcs can speak Orkish if you wish. If you are very smart, you may get an extra language if you are a Half-Elf or Human. You may choose two extra if you are a Gnome. Wizards speak Draconinc (The language of Dragons and of Magic).
Spells: Wizards use spells, Clerics use prayers to their patron god, Bards use musical stanzas. At the start you may choose two small spell that you can use at any time and one that you may use once per "Encounter" (Per battle, per event. I.e. you are fighting 3 Goblins and use your Per Encounter spell. You then defeat them and move on. You come to a locked door. You may now use this spell again.). If these spells are too OP, the DM will tell you and give some recommended spells. An example of an At-Will spell is 'Light' or 'Read Magic' or 'Detect Magic'. An example of a Per-Encounter spell is 'Fireball' or 'Magic Orb'. For Clerics, if the prayer is associated with your patron god (i.e. if you worship the god of the sun and you call down fire) you get a bonus. Wizards use combat magic, like 'Fireball', but also utility magic, like 'Detect Magic'. Clerics use godly prayers to either smite their foes, such as 'Rays of Pelor', or to heal their allies, such as 'Cure Light Wounds'. Bards focus on using songs to boost the morale of their companions and give them hope and strength, such as 'Rousing War Chant', or 'Marching Song'.
Rules
No metagaming. In other words, don't use knowledge you know but your character doesn't. For instance you may know that Monster A. has a soft spot under its armpit, but your character doesn't.
No powergaming. The DM will dictate the outcomes of all actions. Don't assume you win. Don't say "I dodge," say "I attempt to dodge".
Respect other players.
Obey the DM.
Do not get off-topic! If you need to say something in OOC ((Type like this.))
At the beginning you are not a great warrior. You are an average swordsman, or an apprentice sorcerer.
Again, STAY. IN. CHARACTER. Act as if you were on EW.
DM has final say.