I'll sign up. I've DM'd and played a couple of one on one sessions, but never had more than one person interested in playing at a time. I've read the Big Three official books cover-to-cover, I just need more playtime to practice while under pressure.
Strongholds and Followers is probably my favorite 3rd party content aside from a Dark Souls expansion. Homebrew can be a bit difficult to add in fantasy grounds unity. I see that you use classic; I'm not sure if that version is easier or harder to add content to. I
highly recommend switching to unity. Unlike classic, It's never crashed on me. It loads faster, runs smoother, and doesn't turn my pc into a mobile heater. Whatever features it's missing from classic, it's being updated regularly so they won't be missed for much longer. I'll still run classic if that's what you prefer, I just had to try.
I'll be going back to Uni in a month (also for computer science), but I should still be free for a few hours on the weekends.
In the games I've played/DM'd we would primarily role-play; the only out-of-character stuff that would occur would be narration and checking rules. That said, role-playing has been difficult to do online; without being able to see expressions, gestures, etc. there are a lot of misunderstandings.
Regarding the ideas:
- I had to google what a West Marches game is, and exploring the unknown outside of a home base for each session certainly does sound cool. I have the wonderdraft map-maker, so if that does happen I'll probably make a character that can pull of cartography (I do see that you have your own map, but a player-made one introduces such a nice opportunity for... mistakes).
- Dungeon Delving, political stuff, trying to keep a beholder happy after it contracts a dungeon to me... I enjoy both. I would just like to know in advance, so I know which spells will be more useful. For example, I have a warlock (favorite class) based around forgery tools and charisma skills, but so far it has been combat focused.
- Depends on how modern you're shooting for. The technology development in Bloodborne could be integrated into DnD easily, trick weapons aside. Anything post steam engine, though, and I think going with a Ravnica technology style would be necessary. If you're thinking something closer to Percy Jackson or Harry Potter-esque where magic is either unperceivable or kept hidden, that would be interesting. I'm still up for it no matter what, it just seems like integrating RPGs and tanks and aircraft would get complicated.
- I'm rather torn on the megadungeon; I like adventure. My favorite part about being a player is closing my eyes and illustrating the locations that get narrated. Even as a DM I shut my eyes, imagine what the place looks like, and do my best to describe it. If the megadungeon has the diversity and literal depth of the Danmachi dungeon, with more figurative/narrative depth, I'll happily set up a stronghold on a safe floor and start dungeon delving. Actually, that sounds similar to a West March game.
- The only official campaign I've read is Out of the Abyss because I'm DMing it, and I've played a tiny amount of Curse of Strahd (heavily modified to incorporate a Lovecraft expansion book), so feel free to surprise me with content from anything else! As someone who does own one Fantasy Grounds Campaign, I'll admit the FG modules are very useful for organization and improv. But if you have random tables printed out or bookmarked, or roll the random encounters/loot before the session, then the FG modules aren't necessary for a smooth game. For a more sandbox-style where you make stuff on the fly as players actively push the limits, though, having quick access to the random tables in the DMG would probably be very handy.
Edit: 22M until I can afford to transition, so don't be surprised if my voice starts changing after a while. I also enjoy gaming (ex: soulsborne, civilization, pillars of eternity, war for the overworld), anime (ex: FMA, BNHA, castlevania, Log Horizon), and fantasy (ex: LotR, Inheritance cycle, HP, PJO, Kingkiller Chronicles)