Badges and Icons
- My Icon:
- Profile Badges:
- I Voted! - ENnies 2010
- Willing to Travel:
- 15 miles
- Availability (Days):
- Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday
- Availability (Times):
- Mornings, Afternoons, Evenings
- Desired Gaming Frequency:
- Monthly - 3 or more games per month.
- Preferred Genres:
- Dark Future, Fantasy, Horror, Modern, Post Apocalyptic, Science Fiction / Futuristic, Space Opera, Super Heroic
- Favorite RPGs:
- Living Myth, Wild Talents, D&D, White Wolf, Paladium
- Gaming Worlds:
- Forgotten Realms, Amrahly'nn, Earth, Star Wars, any
- Preferred Playing Style:
- 75% Roleplaying / 25% Combat
- Ideal Group Size:
- Medium Groups (Between 4 and 6 players)
- Online RPGs?:
- What are you looking for?:
- I am not your normal gamer and am shameless and honest about what you can expect from me, I don't want surprises any more than you.
I'm personable and easy to get along with.
- I've never met a system I liked as is. I am highly narrativist then simulationist, and then gamist.
So I can't play d&d without changing things on the fly and being loose with the rules to adapt to a narrative bent. Frankly my stories are better than d&d allows. If you ask writers of the d&d books you love, they well tell you the same. I know because I have asked.
Still I love the settings and the ideas I get while using a d20 system. So I will always return to it.
My method of playing d20 makes me awesome at running high powered games.
I've played in games with some of p&p games heavy hitters with mixed results. As a player people either love me or hate me.
As a GM:
•I like players who take initiative and “GM their own characters.” By this I mean: when a player takes an action, s/he has the power to co-create the scene, including the discovery of useful objects in his/her surroundings. For example, during an outdoor chase scene, a player might say, “I climb up a nearby tree, grab a thick vine of ivy and swing to another tree,” even though I have not described those trees or that vine. Unless there is some compelling reason not to, I will not only accept these inventions as part of the world, I will often incorporate them into my storytelling.
•I like when players are daring and crazy and make choices that make the story more interesting rather than the most tactically best choice. A story often requires the hero to make mistakes to be interesting.
•I especially like players that create inter-party intrigue or throw themselves into any intrigue I offer them.
I am really good at:
•creating mysteries and riddles
•creating complex plots that have threads that characters can discover at any point in the game and unravel mysteries set up at the very beginning.
•Political intrigue that affects the story on multiple levels.
•I offer a lot of opportunity to create complex multi-layered characters that are not necessarily good or evil but have virtues and vices and flaws. And I reward those kinds of characters.
•Thinking tactically with combat
•power games: I run my best games with extremely powerful characters.
I am bad at:
•Thinking tactically with magic systems (yeah, I know it's lame)
My games usually involve:
•Usually world changing events
•I like combat but it’s only about 25% and only in the context of a larger goal or plot point.
But Rpgs are about friends in the end so matching personalities and intelligence is the most important.
Dogs in the Vineyard
and a few others
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- 02-05-2012 12:59 AM
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