
Andrinor (he/him)
5.0
(5)
1 year on StartPlaying
Highly rated for: Creativity, Knows the Rules, Storytelling
About me
Hey! I'm a long-time D&D player and Dungeon Master who has several finished campaigns under his belt. I love teaching new people, and overall am pretty flexible and willing to work with you!
GM Style
Although I'm a sucker for a good, well designed combat, good roleplaying is what makes up a roleplaying game!
Games played
Game platforms used
Game Master Reviews (5)
Proficiencies
Players say this GM is great at:
Creativity
Knows the Rules
Storytelling
I’ve played many games with Griff. He was my first DM and got me into D&D along with Pathfinder. Griff is very good at helping those who either know very little to nothing, or know a lot but still have questions. He’s very creative and great at capturing both scenes and characters. I’ve never felt left out and have enjoyed each session with him. He also will look for ways to incorporate your character into the story or involve scenes that will interest your character for interactivity! Very warm, easy to approach, and a fun guy overall. :)
What i loved about having Griff as my DM is too vast for one post. He was my first DM, and his cool and knowledge of the game was so great that i was able to start the game as a psionic spellcaster (a class that most would warn against for your first go at D&D). His knowledge of the rules made it stress free for me, and made it so others at the table didn‘t feel the frustration of a newbie biting off more than they can chew. Since, i‘ve played with him running games for me and as a player in my first run as DM, for almost 2 years now. He knows how to roll with player decisions, making the game feel seamless. He has music selection for every occasion which immerses you immediately. He prioritizes player agency, and makes sure that when you play, your decisions matter and you can lose yourself in the game world. Even if it is only for a handful of hours at a time, having Griff as a DM has been the highlight of my weeks, and more importantly: he is the reason that i fell in love with not only Dungeons and Dragons, but tabletop gaming as a whole. Could not recommend him enough.
Griffin has always put his best foot forwards in his DMing since I first played with him when I was young. He knows what he's doing, and he certainly makes it his first priority to make a good experience for the players. His sessions are always filled with some interesting content, and he doesn't shy away from letting players take the wheel for a bit and roleplay. My favorite moment with him was in a Waterdeep Dragonheist campaign- I had told him at the beginning of the campaign I had wanted my character to die in the heist. He pulled a lot of surprises on me, and despite it being planned, it felt spontaneous and exciting.
Griffin is a fantastic storyteller that keeps things grounded, fun, and detailed for each player every session of the game. Griffin has found an expert balance between attending to the party as a whole, while still ensuring that each individual player can grow and develop their character on their own. No moment of game time is wasted with Griffin; and every second of GMing acquired is well worth the time. I, as a player, like to focus on developing my character with and alongside a group. Griffin is always willing to work with me to ensure that everyone gets a fair amount of "screen time", and a fair amount of roleplay time amongst themselves. If I could select more tags to describe Griffin, I would; Inclusive/Safe, Rule of Cool, Knows the Rules, World Builder, Good for beginners. Griffin does it all in an expertly balanced experience that could be fun for seasoned players, or newer ones.
I am a player who likes to do alot of behind the scene shenanigans. He is willing to listen to whatever ideas I may have, and as long as it's in a arguably good way (or fitting for the character) he's willing to discuss ideas further. He also is willing to help out new players, bringing in someone completely fresh to the dnd genre, and helped teach the new player through the course of the campaign to the point that player is now a confident DM for a another group which I happen to be in as well. Finally, he has a good understanding of the rules and how things interact with each other, but he's not opposed to hearing different interpretations, or the occasional hand wave rule of cool if it fits the scene better narratively. If there's a disagreement on a ruling, he'll listen to the disagreeing party, and either adjust the ruling if he agrees, or if not, succinctly explain why he went with the choice he did.
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