Hard at work

I'm sorta new so I've only ever used modules to run games except for my first live session (I usually game through Roll20). But I still used the Forgotten Realms so it's not like it was anything unique.

One of my players has his own game that just wrapped up session 2 with a custom setting / lore, and it was just a mess. He lost his campaign notes sometime before the game night and was just fumbling through it. Not saying that a custom setting is bad but you have to be on your game.

Besides, my players (well, half of em anyway) wouldn't appreciate me putting in the effort. I'd only want to write a custom world with radical events and real-time consequences if the party was willing to meet me halfway and write characters that are apart of the world, rather than disjointed stat sheets in a video game. If I can't even get them to commit to reading the player's handbook, what hope is there that they'll also take my story with any sort of seriousness?

So I've got to ask. Is there interest in running a game where players play themselves as their characters? It'd be a custom system, similar to a 3.5/pf, but more low fantasy.

More details?

Can you be my GM, user? This sounds incredible, any place you keep all this info?

Players play themselves. Low magic game, at least initially. Custom world, magic system, more emphasis is placed on the exploring and actually surviving the world. Things like food, crafting would actually matter. Wouldn't be overflowing in gold, so making some copper or silver would actually mean something.

Not the GM, but I've been working on the setting for seven years now. He uses it on a number of tables, including mine. His actual contribution towards the "official version" is like 20%. We incorporate the player and their characters as much as possible. I post this version in a blog in portuguese.

Worth it.

Give a gist? Cuz I dont speak Portuguese

Unique things about it:
>Sacrophysics justifies:
>Underdark-sized cave networks
>leyships.
>Anything with a single name can acquire a soul, from people to cities.

>dwarven geomancy allows for the cultivation of geodes into city-sized chambers
>international corpse smuggling fuels the war machine of the first lich and his crawling undersea necropolis, partially made of rotten flesh.
>imperial bureaucracy uses around 30.000 seers to find out the worth of your taxes a month from now
>a nation of megatherium herders based on gaucho romanticism
>universal Soldier-esque frankstein-like steampunk cyborgs opress the populace serving a titanic analogic computer
>sea and moon goddess is a giant mermaid whose fins generate the sea currents. She spawns spell pearls and her bellybutton is a maelstrom leading to inseide the moon. It is hollow.
>orcs are unplayable bone-scarred necrogenic apes
>the war god's avatar is made of 300 soldiers acting in perfect unity
>Slavery is legal
>spontaneous combustion is diagnosed as a disease
>two gods don't exist 364 days of the year
>Repetition muskets
>a prison made from chained ship hulks in the midst of a lake
>therapeutic curses
>giant snakes made of corindon
>sea centipedes with fins instead of legs
>sultans are djinns and the superior caste of their land
>mountain dwarfs build citadels of pykrete
>two unique races
>the above invented handheld rocket launcher baskets
>dwarven war shovels and steel bows
>samurai use firearms, just like they did in real life

I love this. Especially the psychic taxmen and war god. Post the whole thing so I can look at it poorly translated through Google.

Thank you for the kind words.

Here is the guide:
atmarpg.blogspot.com/2017/09/guia-do-cenario-atma-ser-atualizado.html
Despite being a blog, I make it work kinda like a wiki.