Well, I know that Daemoro is champing at the bit, so I figured I should get a post started. I'll post a little basic information, but I'm still reading through the material and getting my bearings. I'll update this post with additional information when I've got it ready to go.
This game is for the existing Thursday group, although with a possible opening depending on availability.
Place: Forgotten Realms, Sword Coast and Savage Frontier
Time: Shortly after Tiamat tried to escape her prison and was cast back into the Nine Hells.
My DMing style:
I'm a pretty big rules stickler, and I will largely play it by the book. That being said, I will occasionally fudge things in the party's favor if I think it's cool. Every once in a while I may throw in a custom magic item tailored to one of the characters simply because I thought it was a neat idea. While that can increase the party's power immensely, I also rarely pull punches in combat, so death (and potentially party wipe) is a strong likelihood.
About this Campaign:
Anyone who knows anything about this campaign knows that it deals with giants. Giants are deadly. Encounters will be deadly if you don't play smart (and sometimes even if you do). Fighting may not always be the best option. Run away judiciously. You don't have to be faster than the dire bear, you just have to be faster than your friends. ;-)
The majority of you will start as an already established, but very new, adventuring group. Your characters will know each other, but your knowledge will be basic unless you tie your back stories together. Do have a reason in mind for your character to be an adventurer and cooperate with other adventurers, whether it be riches, fame, a desire to do good, a desire to smash monster face, or whatever. Be creative! Further details to be established as I familiarize myself with the campaign.
Leveling will be accomplished by completing certain major objectives that are known to the DM only! MWAHAHAHA!!
Ability Scores: Standard 27 point buy (yes, the 15 point ability maximum is in effect, prior to race-adjustments).
Classes: All standard PHB classes, as well as the options available in the Sword Coast Adventurer's Guide and Elemental Evil Player's Companion.
Races: All standard PHB races, as well as the following: Aarakocra, Genasi, Goliath, Aasimar, Firbolg, Kenku, Lizardfolk, Tabaxi, and Triton. Yes, I do allow for flying races. However, keep in mind that flying can be a great risk as well as a great boon (insert evil GM laugh). If you choose one of the more colorful races, be prepared to play it up. I don't want a Lizardfolk named Bob who was raised by a human farming family so he has human mannerisms. If you play a Lizardfolk, then play a Lizardfolk! Down to the cold blood and sharp teeth! However, you should remember that NPCs will react to you accordingly to how your race is viewed by society in that area. Getting mixed signals? Good! (insert evil GM laugh)
You might consider crafting your back story such that your character belongs to one of the five major factions in the region. They are the Harpers, the Lord's Alliance, the Emerald Enclave, the Order of the Gauntlet, and the Zhentarim. You can find descriptions of these groups here: http://dnd.wizards.com/dungeons-and-...story/factions
These factions may play a part in the overall story, and belonging to one of them could open further play options and adventure hooks. Take a look. It's in a book. A reading rainbow. A reading rainbow!
House Rules (largely TBD):
Stealth - If you shoot an arrow at someone from a hidden location, then try to hide there again, you will take a penalty for the first attempt at re-hiding in the same spot. There will be no second re-hide. I'm playing the monsters, so they aren't stupid. They know you're behind that rock, because that's where your last arrow came from, and they didn't see or hear you move from there. They expect the next arrow to come from there too.
Flanking - I will let the players vote on this. If the majority decides they want flanking, then flanking will use Pathfinder positioning rules, and for melee only. Flankers would have advantage on their attack rolls.
Dungeon Master's Guide Variants: TBD