A Dungeons & Dragons Campaign About Gods Who Forgot Themselves
I'm Cam, and I've been building Masada for longer than I probably should admit.
I started this because I was tired of fantasy settings that felt like theme parks. You know the ones - where death is temporary, gods are vending machines, and nothing you do actually changes anything. I wanted a world that pushed back. Where actions have weight and consequences stick around to haunt you.
Masada came out of years of running games and watching what actually makes players care. It's not the big dramatic reveals or the perfectly balanced encounters. It's when someone makes a choice that feels real, and you can see it hit them that this matters. When the whole table goes quiet because they know they've crossed a line they can't uncross.
I care a lot about the details that make a world feel real. I've put serious time into things like how the different peoples of Masada actually live and why they developed the way they did. When you ground fantasy in believable foundations, players stop seeing it as just a game setting and start treating it like a place that actually exists.
I'm looking for players who want to dive deep and help build the world as we play. The best campaigns happen when everyone at the table is invested in making the story matter. Your choices don't just affect your character - they shape the world itself. I design around player agency because the most interesting stories come from what you decide to do, not what I planned for you to do.
If you want a world that responds to your actions and grows with your choices, where the setting becomes as much yours as mine by the end of the campaign, then let's see what we can build together.
The gods listen in Wolf's Chapel not because they judge, but because they're curious what you'll do next.
— Cam