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Cost Per Player

$20.00
Bad Sintax

Bad Sintax (he/him)

5.0

(4)

1 year on StartPlaying

Highly rated for: Knows the Rules, Creativity, Sets the Mood

About me

I've been playing and running RPG games since the 90's. I love it now as much as I did back then. I truly enjoy creating an immersive experience for my players, while colaboratively telling a kick-ass adventure story.

GM Style

I am a 46-year-old progressive man who enjoys running RPGs and creating memorable experiences for players that can last a lifetime! The tone I try to create is Conan the Barbarian and The Lord of the Rings, mixed with Monty Python. By that, I mean I want to have a friendly, welcoming, kick-ass, fast-moving medieval fantasy game with striking characters, action, and mystery, with lots of room for hijinks and laughter. If you have ever listened to The Glass Cannon Podcast, that is the type of game that I try to run. With the tools of Foundry VTT at my disposal, and the digital assets I have invested in, I love to use music, animations, top-down tokens, and a few other tricks to create a clean, immersive environment in which to play. Drama does not come without conflict, so I would rate my games as R for violence. I like to describe, or better yet, have the characters describe their combat conquests as much as possible, as long as it does not slow down the game. Sexuality is handled in a “fade-to-black” manner, if it comes up at all. Sexual violence or coercion in the story are absolute no-gos for me or my players. Player character death happens in my games, because, in my opinion, if there is no element of danger, there is no suspense. And suspense is what makes RPG combat great! There are times when there are all role-playing sessions, and there are times when there are multi-session combats, depending on where we are at in the story. I like when players’ characters are defined and have motivations, and use those definitions and motivations in whatever situation they are placed in, whether that is in a combat environment or a banquet table. Obviously, combat is a huge part of Pathfinder and D&D, but it becomes meaningless and boring if it just becomes about the numbers. I love it when players explain the thought processes of their characters as they make their decisions, instead of keeping them a secret! (Unless of course, a secret must be kept…😊) I prefer combat to be fast-paced, with quick decisions by the GM to keep things moving and specific rules looked up at the end of the session or by other players. I follow the rules as written as best I can, with a little wiggle room for awesome player actions. I always let my players know if there are any house rules before we start, and I believe the key to a good experience is communication. Players should be comfortable in playing whatever style they prefer, for example speaking in first or third person, but I do want the players to be at the very least involved with the story and agents of action/active participants. By that I mean, I don’t want characters who want the story to happen to them, they want to find the story! I prefer to ask the players to make hidden rolls when appropriate, usually when the result could have some impact on player decisions. For instance, when searching for traps, I will ask the player to roll a "Blind GM roll", which reveals the result to me and not the player, then I can inform the player of what their character perceives or experiences. Rest assured, I am not interested in deception, and do not have an adversarial relationship with my players. I want to see how the story plays out according to the dice rolls, just as much as you do! In my opinion, the perfect number of players for a Pathfinder/D&D game is 4 PCs, so everyone has a chance to shine. However, sometimes real life can get in the way, and a 5th player can be useful to make sure a session does not have to be cancelled if one person cannot make it.

Game platforms used
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