Long-Term Sandbox | Consequence-Driven | Moonsea

Long-Term Sandbox | Consequence-Driven | Moonsea

The Nanther Patriarch is dead, and the City Lords are scrambling. Who will you elevate to power in Melvaunt, and how will you change the Moonsea?

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
2 NEEDED TO START
$20.00

/ Session

Details

2 players following this game

Weekly / Sunday - 1:00 AM UTC

Session Duration / 2–3 hours

2 / 6 Seats Filled

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This game will begin once 4 players have joined

Meet your party members

2/6

About the adventure

Have you ever wished to make real, meaningful change... only to watch entrenched powers crush it before it could take root? Now, for the first time in decades, the city of Melvaunt stands on the edge of upheaval. Dundel Nanther is dead. His heir has vanished. The balance of power is breaking, and every faction in the city senses opportunity. This is a long-term, consequence-driven sandbox campaign. You are not following a fixed story; you are stepping into a living power struggle where your decisions shape what comes next. Alliances will form, rivalries will escalate, and the state of the city will change based on what you choose to pursue, support, or destroy. In Melvaunt, power is held by those who can seize it and keep it. The great houses of Nanther, Leiyraghon, and Bruil dominate the Council of Lords, controlling 13 of its 21 seats. Their influence extends into trade, law, and military force. The guilds maneuver for independence or advantage. External powers like the Zhentarim look for opportunities to insert their own influence. Temples, merchants, and spies all compete in the shadows. Even information itself is becoming contested, as forces like the Floating Fighter threaten to disrupt long-standing monopolies. You will choose how to engage with this world; you might align with a faction and secure its dominance, undermine the existing order to create space for something new, play competing sides against each other for profit or power, or ignore the political struggle entirely and carve your own path through the chaos. There is no correct path; there are only consequences. In Melvaunt, power never disappears; it only changes hands. This campaign is built for a consistent group and long-term play. Actions taken early will echo across the entire story. Will you shape what comes next, or survive the storm and claim what you can?

Game style

Sandbox / Open World

Roleplay Heavy

Meet the Game Master

5.0

(6)

Veteran
Game Designer

Less than a year on StartPlaying

10 games hosted

Highly rated for: Inclusive, Storytelling, Creativity

About me

Howdy, I’m Jay. I’m a Marine Corps veteran currently stationed in Japan, and I bring that same sense of structure, consistency, and accountability into the games I run. If you’re looking for a long-term campaign that actually lasts, you’re in the right place. I specialize in persistent campaigns for players who want more than a handful of disconnected sessions. My games are built to run for months to years, with a consistent group, an evolving world, and consequences that carry forward. My style centers on roles, pressure, and decision-making under tension. Outcomes aren’t random; they emerge from your choices interacting with the world. I plant seeds early, then let them grow into situations that demand action, tradeoffs, and sometimes hard decisions. You won’t be pushed down a rigid path, but you also won’t be in a directionless sandbox. I build structured environments where factions react, actions have weight, and the world changes because of you. My influences range from classic fantasy to dystopian and philosophical works like 1984, Brave New World, and Fahrenheit 451. I enjoy blending those ideas into fantasy settings, exploring power, control, freedom, and consequence through play. Outside the table, I gravitate toward strategy games, sandbox systems, and stories where characters push against the structure of the world around them. If you’re looking for a game where your decisions matter, your character has room to grow, and the story develops through play (not pre-scripted outcomes), this table will be a good fit. For players who prefer shorter commitments, I also run rotating mini-campaigns lasting about 1 to 2 months.

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Character creation

Creating your character

Each sandbox will begin differently based on the goals and motivations of the characters. One of the main purposes of session 0 will be to establish starting levels and expected level up progression. The stat allocation will be by method agreed on by the party, to ensure consistency throughout and minimize the chance of unbalanced parties. I prefer template abilities or dice rolls over point buy. Any books, homebrew, or custom rulings used in the creation of the character must be cleared through session 0 to ensure an understanding of the reference and abilities of each character.

What to expect

Preparing for the session

Join the Discord server sent in messages upon start, and the specific preferred VTT for the group agreed upon. Typically, this will be Tabletop Simulator or Roll20, but may be changed based on party preference.

What Jay brings to the table

I bring a very systems oriented view of the world and expect your actions to have ramifications. This is perfect in a sandbox/building campaign where you want to leave an impact on the world itself. Generally speaking, alternating sessions from combat encounters to roleplay encounters will allow for sufficient mix, but it's not a hard and fast rule.

Homebrew rules

Any homebrew modifications to rules will be addressed on a case by case basis.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Jay creates a safe table

Lines and Veils, a Go/No Go discussion in Session 0. Favorite scenes and player recognition after sessions. All players can throw a red or yellow card at any point and get a pause to address or skip content as appropriate.

Content warnings

Body Horror
Cults
Death
Extreme Violence

Safety tools used

Frequently asked questions