
GM James (he/him)
5.0
(1)
1 year on StartPlaying
Highly rated for: Knows the Rules, Creativity, Teacher
About me
For a while, all I knew about TTRPGs was the existence of Dungeons and Dragons. I received the rulebook for my birthday, and a small module for Christmas. I didn't manage to find much success in local games (aside from the short-lived campaign that gave me the role of 'stop my teammates from killing everybody'). Eventually, I realized that the Internet was a good place to find games as well, which led me into a short-lived but amazing group. Soon after that, I immediately decided to try DMing a game myself. But I didn't run DnD; I instead ran Starfinder, a delightful blend of sci-fi and magic. From there, my horizons broadened. I began reading many different rulebooks, learning about all sort of different systems, from Star Wars to Cyberpunk to Warhammer 40K. Unfortunately, I faced the dreaded nemesis of scheduling, who's deadly lack of time prevented me from running any games. Luckily, the dice of fate rolled in my favour, and I discovered play-by-post. After initial hesitation, I embraced the style, and I am now ready to give others on the Internet a door into amazing worlds and adventures where fun will be had by all. TTRPGs are truly an amazing thing to experience. Arguably their biggest strength is the fact that there is something for everybody, from newbies to veterans, role-players to minmaxers, scifi to steampunk to eldritch to fantasy, a TTRPG is a way to provide people with amazing collaborative experiences (and potentially some lifelong friends). If I had to sum up my GMing style in one sentence, it would be: 'I want to create rich and varied worlds/stories that players can leave their mark on, while ensuring that everybody in my games feels safe'.
GM Style
My thoughts on GMing overall: The best recipe for a fun time to be had by all is when both the players and the GM both clearly explain what they expect out of a game. Players and GMs all have different preferences for a game, and only through open communication can they be discovered and used to their fullest. GMs should ensure that players all have an enjoyable time. Whether through roleplaying, grand adventures or just some hilarious shenanigans, do your best to ensure everybody leaves the game satisfied. Additionally they should work to ensure that all players feel as safe as possible in games they run, and respect their boundaries. My personal GMing style: One of the main reasons I enjoy being a GM is that it gives me an opportunity to create all sorts of detailed settings for a wide variety of tales, from a spaceship the size of a city to a dwavern stronghold deep underground. Even if I am using a prewritten module, I will ensure that it has it's own unique spice. Regardless of the adventure, I will give players all sorts of opportunities to engage their character with the setting, and create a fulfilling collaborative story full of emotion and fun. I do my best to give my players an open field of choice, with as little barriers as possible to what they can do. I am open to Rule of Cool and homebrew, particularly if it makes the story more interesting (although exactly how much this is allowed will depend on how the group as a whole feels about it). This doesn't mean that players will be free of consequences though. It is my aim to create not only a game for my players, but an entire world to explore and interact with. If players wish to investigate something, they will find it full of little quirks and identifiers that set it apart from a generic example of its kind. Behind the scenes, actions will have all sorts of results, potentially altering the major powers of a location or completely altering the path of the adventure (although I will ensure my players enjoy the adventure above all else). Additionally, I will do my best to ensure all players feel safe at my games. I will establish firm boundaries before starting play, and any topics that players are not 100% OK with will be excluded from the game. If a player has any issues that makes them feel unsafe/uncomfortable (either due to the adventure or another player), they can always approach me about it, and I will do my best to resolve the issue in a way that everybody is satisfied with.
Game platforms used
Game Master Reviews (1)
Proficiencies
Players say this GM is great at:
Knows the Rules
Creativity
Teacher
James is a passionate and helpful GM who is happy to help you understand both the setting and rules of the game he's running. He provided a clear understanding of the content expected in the game and was eager to answer any questions I had about it. If you'd like to learn about Lancer Battlegroup, or I imagine any other game he decides to run. James will be happy to walk you through the process and is good about seeking player feedback about the shared universe being built, and is patient in accepting feedback. I encourage you to give him a shot.
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