
Charlotte the Green
she/her
5.0
(5)
Timezone
Language
Identity
About Charlotte the Green
Hi there! I've grown up around TTRPGs for as long as I can remember. I find incredible amounts of joy in creating stories in my games that my players think about days, months after the session/s end. I'm a fun first, rule of cool Dungeon Master and I like to make intricate, weaving narratives that feels like a sandpit, but really sit on hidden rails. I'm here, queer, and love to cater all my games to the players that sit at them. Whether it's an intrigue, Game-of-Thrones-esque fey one-shot, or a long running X-Files/Supernatural campaign, I live for nostalgia, whimsy, and the stories we wanted to be a part of as tweens. I've grown most accustomed to D&D, however my secret first love was a tie between Stars Without Number and Traveler. My true passions flitter between D&D, Shadowrun, Call of Cthulhu, and a simple game of Dread.
At a glance
Less than a year on StartPlaying
Highly rated for: Teacher, Inclusive, Storytelling
Average response time: 10 hours
Response rate: 100%
Featured Prompts
My favorite books are
I'm currently reading Terry Pratchett's Discworld series, alongside Douglas Adams' Hitchhiker's guide series, and it's starting to show in my DMing. My players keep wondering why our fantasy game is getting sillier and more british by the minute...
My favorite system of all Time is
Shadowrun. It's painful, tedious, and requires patience, but my true love lies in the existence of three dimensions and the ability to role just absolutely so many dice!! It justifies my collection of d6s tremendously.
When I'm not running games I'm...
Thinking about games... Writing in my notebook, putting together my red string... My sticky notes, my clues, my schemes, my wizardry, all of it is all that consumes me... Cryptography rabbit holes, ancient Hank Green videos, it all gets inhaled in my quest for constructing my silly, silly works...
How Charlotte the Green runs games
I am a huge roleplayer, but at the heart of my roleplaying style as a GM is storytelling. I don't avoid combat, but if/when it's there, it's there to tell a story, give a piece of the puzzle, or bring out a climactic moment. I weave intricate details together, and reward dedicated note takers. I love details that have huge stories behind them, whether it's the large web of affairs going on in the halfling village, or everything the overly-anxious coworker stores in the bag he brings everywhere. I love people, real and imaginary, and I love telling their stories. A lot of the joy of lies in the journey, where we make our stops to rest, before we continue facing off against the horrors and tribulations of adventure. A common theme in my games is that no character comes in thinking they are going to be nearly as extraordinary as they are about to be. Everyone, PC or NPC, however fleeting in the adventure, is important, has their own life, and deserves to live it. A lot of optimism contrasts against huge, overwhelming evils or complex rivalries. No one is 100% evil or good, just a shade of gray wanting to be forgiven.
Charlotte the Green's Preferences
Systems
Platforms