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John

he/him

4.9

(7)

Timezone

America/los Angeles

About John

I'm a dedicated Pathfinder Second Edition Game Master with a ton of experience running Paizo Adventure Paths from beginning to end. I believe the best campaigns combine tactical combat, memorable roleplay, meaningful player choices, and a table where everyone feels welcome to contribute, which I WILL make sure of. If you aren't comfortable roleplaying, I can assist with that; I was a high school drama teacher with a lot of tactics that help normalize playing a character, or you can simply say skip; there is no pressure to always be part of the dialogue I've successfully completed multiple full-length campaigns, including Gatewalkers three separate times and Abomination Vaults twice. I've also run Extinction Curse, Fists of the Ruby Phoenix, Outlaws of Alkenstar, Season of Ghosts, Wardens of Wildwood, and Spore War, giving me experience with everything from dungeon crawls and horror to wuxia-inspired tournaments, western adventures, and epic wilderness campaigns. Whether you're brand new to Pathfinder 2e or a veteran looking for a dependable GM, my goal is to create a game where the rules support the story—not get in its way. I enjoy helping new players learn the system while giving experienced players challenging encounters, engaging NPCs, and opportunities for creative problem-solving. Third party materials are accepted and can be provided if you don't own them.

At a glance

4 years on StartPlaying

Highly rated for: Storytelling, Inclusive, Beginner Friendly

$20 per session

How John runs games

For me, the story always begins with the characters. I love seeing players develop personalities, relationships, and goals that go beyond what's written on the character sheet. The best moments in a campaign are often the ones nobody planned: the unexpected alliances, impossible gambles, emotional victories, and consequences that come from your choices. My groups have had some pretty dramatic moments to say the least. While I have a strong grasp of Pathfinder 2e's rules, I don't believe they should get in the way of a great scene. I run the game with a "rules support the story" philosophy. The rules provide a solid foundation that keeps the game fair and balanced, but I'm always looking for ways to reward creativity and let players attempt memorable ideas. If you come up with something clever that isn't covered perfectly by the rules, we'll find a fair way to make it work. Expect a table that values roleplay just as much as tactical combat. NPCs react to your actions, the world changes because of your decisions, and your character's backstory can become an important part of the adventure. Combat is meaningful and challenging, but it's only one part of the experience. Most importantly, I want every player to feel like the hero of their own story. Whether you're solving problems through diplomacy, ingenuity, or a perfectly timed critical hit, my goal is to create a campaign where your choices matter and everyone leaves the session excited for the next one.

John's Preferences

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