I am happy you have decided to join my world of Varesian! The information here will act as a thorough session 0. I will cover everything you need to know about my DMing style, typical play at my table, homebrew rules, etc.
Firstly: I prioritize player comfort and happiness. I understand work, mental health, scheduling conflicts, etc. The only thing I ask for is respect and communication. The amount of effort it takes to prepare and play these games is astronomical, especially in the ways I encourage player involvement - and I do it very lovingly. So just be respectul of myself and other players' time by communicating openly and quickly.
Also, I understand the trials that come with new players if you have little to no D&D experience. Don't worry about not knowing the rules or roleplay specifics. I am experienced in fielding questions and handling problems, and chances are someone else at the table knows the game. And I'm definitely not perfect either! My table is always a safe space for learning.
Finally, we use Discord for our virtual meetings and communication in and out of game. For our combats, we use Roll20.
If you haven't already, do the following before you get started:
1) Sign up for Discord and send me your user. I will send you a friend request, and then I can invite you to the Varesian channel. Note the Discord app (desktop and mobile) runs way smoother.
2) Sign up for World Anvil. Follow Varesian on its homepage. (We'll figure out the rest together, I'm new to it!)
3) Sign up for Roll20. There is a link to the campaign pinned in Discord (general).
The Player's Handbook
General
I try not to railroad parties. You will play the game in this active world and I will mold it around you. I've gotten feedback in the past that players felt there were too many options and needed more guidance, but I acknowledge a weakness in my DMing where I need to say yes to player whim more, encouraging exploration.
The possibility of character death is what can make this game so emotionally impactful to some. However, if you are uncomfortable losing your character, I understand and will ask you to tell me ahead of time.
Some of you are voracious note-takers and love lore, and I love you! Some of you don't like taking notes at all, which is fine. I will ask that you have a good sense of where the party is going, and I find it helpfully immersive to treat notes like my character would. (Also, a little incentive, I'm considering occasional Kahoot tests on lore/campaign to give magic items to winners. If people want.)
Don't meta-game! You only know what your character knows! When you meta, it saps the fun and mystery out of it for everyone.
For absences, if you miss a session and not everyone needs to be there, we will ask another player to run your character in combat and fill you in. If two or more people are gone, that's a session canceled. We will also cancel a session if a player whose personal moments come up in-game cannot make it.
Finally, I will give out surveys every now and then, depending on play frequency, to get feedback specific to your tastes as a player. My goal as a DM is to make this the best experience it can be for each of you. This is where you tell me about monsters you want to fight, magic items you're interested in, whether there needs to be more/less roleplay, etc. Important for both of us!
One-shots & mini campaigns
Not much differs rule-wise between big campaigns and these small snapshots, but I'd like to get all relevant info out here. One-shots are typically one session or a "double session" (two crammed together). I also tend to favor mini campaigns, which are about 3-5 of these longer sessions. Customarily they're on a weekend.
Formal rules are relaxed. The pace is significantly quickened from typical D&D - think of one-shots/minis as one questline. I still ask for backstory because you're always a character in this world that I write about, but you're fine writing much less. Revealing this in these happens usually at the beginning and liberally.
One-shots and minis are a great opportunity to test a build you like, especially ones you don't think would ever be a permanent character (since they are often, after all, in-world canon). Especially when they are run at higher level.
Any other information will be given to you separately, such as what level you start at. The one-shots channel in Discord is a great resource for this.
Character creation
There is an interface available for campaigning in 5e in World Anvil and a number of features that look wonderful for character creation/equipment and my PC tracking. I have separate sections for session notes and everything. I have yet to use it and using it for a campaign requires everyone on board, but it's an option.
Otherwise, I have a Google Doc character sheet template available that I've used for myself and players before, which I recommend over D&DBeyond only because of homebrews. Please use any character sheet you're comfortable with, as long as you record homebrews and I eventually have access to it just to check for balance/missed features.
You can either take standard array or you can roll for your main stats (roll 4d6 for each stat, subtract the lowest number). If you're rolling, make that clear with me. I'll tell you what level we start at, but it will likely be level 3.
Roll for hit points. For new players: Your first level you take max (for example 8 + CON mod on a d8). For consequent rolls, I rule you can reroll 1s, but you must take the reroll. (So if you roll a second 1, fate has spoken!)
I do not allow evil alignments, as D&D is a cooperative RPG. This does not mean there can't be tension or small-scale, reasonable PvP, but once you start disrespecting or derailing my game/the party, you will be asked to leave the table. (I say this only because it has happened to me.)
And regarding race: First and foremost, USE VARESIAN. I have had players miss info they would've liked because they used stats on D&DBeyond or elsewhere without realizing that I changed a few things. There's a reason I put mechanics on the race pages. For instance, the lifespans of satyrs and tortles are as long as they should be. Or dhampirs are a little beefed to better reflect their vampirism. Not to mention you'll always want to know the lore!
Another very important thing to me is your love for your character. I will say no to few things on the class/race front, and nos are because I do not have a race in my lore (sometimes yet!), because of specific lore, or because someone has already called dibs on a class for the party (some classes I allow for duplicates). When in doubt, ask me! I'm here to help, since I will know your character very well anyway. Here's the master list of playable races, including some lovely homebrews:
Please note that I am actively working on goblin, orc, Underdark, and outer-realm (e.g. Feywild, Shadowfell) lore. Players operating within these encourages me to work on it, so don't let absence of lore deter you!
ALLOWED
ALLOWED WITH EXCEPTIONS
NOT ALLOWED
Aasimar
Changeling
Dragonborn
Dwarf
Eladrin
Elf / half-elf
Firbolg
Genasi
Goblin
Gnome
Goliath
Halfling
Hobgoblin
Human
Orc / half-orc
Satyr
Tabaxi
Tiefling
Tortle
Triton
Homebrew:
Races
Half-dwarf - the hardy offspring of humans and dwarves
Azori - a blue-skinned, peaceful, and intellectual race afflicted with a deep sense of wanderlust (altered vedalken)
Dhampir - a half-vampire (altered dhampir lineage)
Serpin - descendants of humans cursed by a serpent god, bestowing them with snake-like qualities (lizardfolk x yuan-ti)
Vexling - a being cursed before birth who retains the dark magic or spirits that follow them (altered hexblood lineage)
Subraces
Ice elf
Desert elf
Bugbear
Fairy
Faun (homebrew, in-progress)
Kobold
Shade (homebrew, altered shadar-kai, in-progress)
Subraces
Sea elf
Aarakocra
Centaur
Gith
Kalashtar
Kenku
Lizardfolk
Loxodon
Minotaur
Vedalken
Warforged
Yuan-ti
Other lineages/races not specified
For specific information on a race, again, please see the according race's page. As of right now, this does not include the "exceptions" list; I will have pages on some of those groups or information will be scattered in relevant articles, with priority to the actively in-progress ones. Talk to me about playing one of those due to the advanced lore.
For classes, you will read the information available on sites like dnd5e.wikidot, as usual (it's better than D&DBeyond. I hate D&DBeyond.). However, importantly, the subclasses of certain choices will change - namely, the gods in 5e canon do not exist in mine. There will be additional subclasses or altered flavor due to my lore, and I'm also happy to homebrew a subclass with you if you're not charmed by something else. See my master class article for details.
When building your character, just keep in mind stats should reflect who they are! I've had people tell me "I know this" or "I'm good at this" - which is fine but proficiencies should reflect that. For example, if you're a sorcerer but sold on having a background in thieving, you should take a sleight of hand proficiency. That's just a helpful guideline that allows your character to be mechanically present in the game.
Backstories
My favorite part! I always ask players to write as much as they can, with particular emphasis on NPC details. In other words, the people you put in your stories that you do not have control over are the ones that are 1) going to affect the world while you're adventuring and 2) likely to appear, meaning I have to know them well enough to play them in your image.
Always remember: Any details you neglect to mention in your backstory leaves creation up to me. So I implore my players to be safe and give me as much as they can (and want to)! And if you want to leave more up to me, that's okay too. And no shame in writing "too much" - I gave my DM almost 15 pages for my first character. In fact, I love it! And if I feel you're missing anything, I'll just ask you about it.
When creating, I also don't mind you wanting to change things if you're compelled by any existing structures in Varesian. Again, don't meta in-game, but this is essentially a wiki with world info available to you (anything that's private is shared separately!). For example, maybe you'd like to add a god to a pantheon or have a cool idea for some god-related lore. As I said, I mold this world around you - I've simply created the basics for when we play.
Another important note on backstories is to give yourself a quest. Often this is an antagonist or climactic moment for your character, but it can be more light-hearted. Just leave some open ends for me to work with - that's the meat of your personal journey. Everyone in the party will have moments and quests dedicated to them, just as the party will be working toward a collective goal. In other words, my campaigns are dynamic, so don't be afraid to include trauma. Or happy stuff if that's your speed.
Given that this is a homebrew world, I will need to work with everyone on some level on their backstories. Each of you will have lore specific to your character and what they know, based on age, location, and general background. I want to give you the tools to succeed, which means there's a lot more work on the front end to understand your place in Varesian. Also, a good starting place is identifying where you want to be from. It's a lot of work right away, but I promise it's all worth it:
I am an immersion DM. Your NPCs and events will be in the world. Your actions will affect the world. I take your backstory and weave it into my locations, organizations, and history. You do not show up to my table with a character sheet for a hack-and-slash - you are a major part of a carefully woven story. If that's not your style, back out now! But if it is, you are in for an extremely rewarding adventure.
Finally, don't feel pressured to have an entire backstory done. I always encourage you to, but you can add stuff as we go, especially as we get through the party's introductory arc. But! Generally, I’m less keen on big changes or character takeaways/additions because it could alter things I've done, and it’ll be hard for me to tell you so without spoiling, so err on the side of caution if you make changes and communicate with me. I am, however, happy with you adding details or anecdotes, etc. That usually just gives me more to work with (especially with NPCs). But always ask, because it can get complicated and I want to help. Happy creating!
Guest players
Welcome to the game! Reading the character creation section will be important for you, but there are a few key changes.
I treat guests similarly to how I do players. You don't show up with a character sheet and wreak havoc - you too have your own story within my world. In fact, it's even better if I have your story ahead of your arrival because I can ominously spread hints as the party moves and change some lore because I'm a sucker for easter eggs! That being said, don't worry about it being some big great thing. Though if you have a bigger role, you'll probably have a bigger background doc.
Your level will be determined by the party's level at the time of you coming in. Also, you are allowed evil alignments, but always run your character concept by me so I can know whether you intend to be a friend or enemy to the party. Enemies will take a bit more work behind the scenes. Have fun!
Specific homebrew rules
1. I roll your death saving throws and do not tell you what I get. This causes more realistic tension when it comes to character death and allows me more freedom in the narration of what can be the most serious moments of a campaign.
2. I use inspiration. Inspiration points are rewarded by a DM when a player makes interesting character decisions, such as creative use of environment during combat or emotional roleplay. You can use this point of inspiration to reroll any skill check, saving throw, or attack roll. I allow players to have two points at a time. You cannot use them on death saving throws, and you cannot use both points on the same roll.
3. I allow crits on skill checks (sometimes). By that I do not mean you are guaranteed success on a natural 20 - I just find it fun to flavor it for my players. And natural 1s might have separate consequences or setbacks.
4. I use the rule of cool. Homebrew campaigns usually mean I homebrew great stuff with players or in-world, meaning it's hard to write down all rules. Many of them are made up on the spot! But keep in mind I'm a storyteller first, so I'm not a stickler for D&D rules as they go, and if you want to do something particularly flavorful, I will usually say yes. And because I'm not a RAW expert (nor will I ever be), sometimes we'll make a ruling and I'll do research on my own time, with that ruling usually being in favor of what you want to do. It all depends, so ask me!
5. Sometimes I will ask you to roleplay randomly for 5-10 minutes. Nothing serious, sometimes I forget to roll enemy initiative or figure out NPC names in the tavern. I have had relationships with my players where they can whip out some RP on a whim to give me that, and it's really a win-win, allowing them to get some in-character fun out of it. So don't be alarmed when I say it.
Additional tips / help
At the top of session 1 I prefer to run through things like Discord, so allot a little time for that? But if you are a new player or new to your class, I am happy to run a test combat with you (and an NPC) for you to understand how combat operates or get used to your mechanics BEFORE the campaign.
If you are worried or curious about how a D&D session operates in motion, I recommend watching Critical Role or Dimension 20 (CR is accessible via YouTube but I'm happy to offer my Dropout login if you want to watch D20). Critical Role also has an incredible resource for new players learning the game called Handbooker Helper. Also, if you've played Baldur's Gate 3, you probably have more basic knowledge on mechanics than you think you do.
If you're looking for any general inspiration in the vein of moodboards, my Pinterest board VARESIAN has categories for each kingdom / location. It's a little aged and unorganized but it works.