Time: Wednesday 4pm CET, weekly, the time can be flexible, depending on the group
Campaign: Welcome to Monster of the Week, where you as an archetypal hunter can save the day, fight monsters and try your luck against the world, that can be unforgiving. A modern dark cruel world disguised in the middle of a small sleepy town, under tombs full of ancient scripts of power or freakish experiments that show how far humans are willing to go. The group decides on the nature of the group: secret agents versus the world of cryptids, homeless bounty hunters on the road willing to help for a profit, the last protectors of the world against threats pouring from a different dimension and more. The system encompasses old school long running shows like Buffy, Supernatural, X-files, Teen wolf, Vampire diaries etc. So expect this game to last a while, until you die, retire or until the gang is satisfied with the story, at which point we would wrap it up with a finale encompassing the themes of the story.
System: It is a very low crunch, simplistic system, based on powered by the apocalypse style models. The idea is that you are a hunter that will be awesome or cowardly or cool or knowledgeable, but in the end you will have your moments that show you are a part of the team. Groundedness is edged by action and roc to an extent, but I would still run things to be believable rather than 100% realistic. So attempt things and let's make a good story. The game is based around moments that show how exceptional or human you are, so using old tactics can be either good or bad, cuz it's inconsistent, so the idea is if it wouldn't be interesting to see in a show, it wouldn't be encouraged 100% of the time.
Requirements: I prefer people that are active in what they do and show emotion into scenes. Don't need to be experts, but seeing that people care about their stories and the stories of other people is a joy to watch, especially initiating roleplay on their own. When I said high RP, I was talking about not making RP and combat or investigation separate things. RP should always happen, like just describing a new way how you defeat an enemy instead of saying I hit, goes a long way. Your back stories can start out as simple if you prefer, but always be ready to expand them, since they will be important. There are other simple things like staying in character as much as possible, but that would happen as we get more comfortable with the system and each other. I am into the idea of turning the clock back to 80s America as my ultimate escapist fantasy, so I would prefer more of the older, more naive perspective on situations, like lack of internet and knowledge of tropes and the like.