Summary: Play for Keeps is a mature (18+), long-term D&D 5th edition campaign for new and experienced players set in the post-war World of Greyhawk.
This is a **Mature** campaign that may often require a double-dose of pragmatism over moral ambiguities. Characters with a strict black-and-white moral compass will probably have a hard time. I will do my best to cover or skip any of the gory details
Play Format: We will start with a play-by-post format, but gradually move into weekly online sessions. We’ll learn the software and hardware as we go, as much for fun as developing new “real-world” skill sets. I’m based in Ukraine, GMT +3, but have a pretty flexible schedule.
Open World: Players will largely determine how the campaign unfolds in an essentially “open-world” format. The players, not the campaign setting, are centerstage and will drive the campaign forward with their choices. This provides for at least three basic types of plots:
- The Main Plot – What the Party as a team is pursuing.
- Sub-Plots – Player Agendas, interests specific to individual characters.
- Counter-Plots – How the World’s inhabitants are responding to the Players.
There will be a whole bunch of stuff taking place throughout the world, according to a timeline. Player’s choices may lead to not getting involved in world stories. At the same time, the players are likely to forge friendships and enemies with their actions, develop reputations, attract unwanted attention and so forth. Players and their characters will always have plenty of options for adventure – and the means of finding more.
Still interested? Not intimidated by an eccentric troglodyte or two? The next page will provide