
Charly
they/them
4.8
(8)
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Identity
About Charly
My name is Charly. I am 29 and have been playing TTRPGs for about 8 years. Initially inspired by the show Stranger Things and a few episodes of Critical Role, I got my hands on the starter set box for D&D 5E (the one that includes the Lost Mine of Phandalver Adventure). As my first experience with the game, I got to be the GM, and it was great. I managed to finish the story with my group, and trying to satiate my need for more TTRPG, I turned to online games, and I have been an active GM ever since. It’s been about 3 years since I started running paid games, and in that time I have hosted all sorts of them, from one-shots and short-term adventures, to long-term campaigns from various systems. I love TTRPGs. They have changed my life in ways I never thought possible and they gave me the chance to meet awesome people from around the world, so I hope I can continue to make fantastic memories with this great media for years to come.
At a glance
1 year on StartPlaying
11 games hosted
Highly rated for: Creativity, Voices, Storytelling
Featured Prompts
My favorite shows/movies are
Movies: Everything, Everywhere, All at Once. Puss in Boots: The Last Wish. Spiderman: Into the Spiderverse. Shows: Steven Universe. Gravity Falls. Avatar the Last Air Bender.
My favorite system of all Time is
10 Candles.
When I'm not running games I'm...
Playing Video-games, Try to do some TTRPG writing, and desperately try to find people to play Board Games with.
How Charly runs games
Game Length: 3 hours. I feel like this strikes a good balance between having enough time to do RP, combat, and goof around, and not making it too time-consuming, and, if possible, offering a 5 to 10-minute break in between. Party Size: My sweet spot is usually 4 or 5 players in a group. However, I have run games with groups of 2 players, and up to 6 players. I am okay with running a game with only 2 players, as it sometimes allows for more personal and deep experiences. On the other hand, having 6 players in a group gives the benefit that if multiple people can't make it to a session, we still have enough people to play. To that end, if the group finds itself with only 2 players, I will ask if the players present would like to continue, since I have no issue running a game like that. In the opposite case, if the group reaches 5 people, I would ask them if they feel the necessity to add a new player to the group. The 3 Pillars of D&D (and TTRPG's). Social Pillar: The social pillar has a strong presence in my games, since my favorite aspect of the game is RP. For the most part, this is handled through interactions with NPCs, but can also be achieved while interacting with creatures and monsters that don’t necessarily speak. In my games, I try to make most NPCs have their own agendas and their own way of thinking, which can make them cooperate with the party or not. Things that are said and done to particular NPCs have consequences, both good and bad: saying or doing the right thing to the right person can give bonuses to rolls, while saying the wrong thing can cause penalties. Additionally, trying to know more about certain NPCs can prove beneficial in the long run, and knowing their bonds, and flaws can sway a conversation or interaction in the party’s favor if used properly. Combat Pillar: Although it is not my favorite aspect of the game, I still like combat. It's a good enough way to resolve situations of conflict while allowing players to showcase their more fancy and interesting abilities. To add flavor to my encounters, I like to do various things that might add a twist, making them a little more interesting, like introducing some form of environmental hazard of shifts, showcasing the monster's various strengths or interesting abilities and how would they work in conjunction with one another, and adding additional objectives as a way of strategizing and switching focus. And just to be honest here, encounters are not going to feature all three of these methods, and sometimes none. Nevertheless, for the majority of encounters, I do like to spend a good portion of my prep time on ways to improve them, even if it's just a little, to make them more fun. Exploration Pillar: Oftentimes, it’s a pillar that is understandably not used as often, or even at all in some game. Some travel mechanics can be a little sluggish and sometimes the effort doesn't provide anything substantial to the game. On my end, I tend to view exploration as more than just travel time and foraging. Here are some examples: scouting around might reveal a blind spot the party can use when infiltrating a building filled with guards Investigating the dungeon chambers might help to find a way to open a blocked gate looking into the environment might make you find potential clues of what the party might encounter in the wilderness In that regard, exploration consists of interacting with the world around the party that doesn’t necessarily involve NPC input. And while this is the aspect I struggle the most, I am always open to expanding on it, so that it has a stronger presence in the game if players wish so.
Featured Prompts
I deal with rules issues by...
Establishing a temporary rule for the moment, so that the game isn't slowed by the disagreement, and once the game is over, I take the week to review the rule in questions and come up with an official ruling for next game.
I prep by
Maping out the potential paths the party might take based on the actions taken on previous sessions, then I try to make the Battle Maps, Theater of the Mind Images, NPCs, Random Encounters, Loot, Rewards, and other details accordingly.
My games focus on...
Creating an environment where players can explore personal quests and goals, reacting to player agency with as little limitation as possible, and ensuring that certain actions have the appropriate consequences whether they be positive or negative.
Charly's ideal table
My ideal Table has people that I can consider friends, easy going and excited to have a great time, my preferred vibe is that of taking the game just serious enough to allow emotional moments to happen, but also willing to crack a few jokes here and there, I personally feel like excess in either side is not as enjoyable as a happy medium for me. Also I absolutely love playing with players that are not afraid to look silly or serious when the time calls for it, and I also enjoy players that take the time to form their own notes or diaries of the game.
Featured Prompts
I love it when a player
Immerses themselves in a potentially vulnerable or sad moment, or when they have no problem with their character looking a little silly in failure.
I think metagaming...
It's fine in moderation, meta gaming can create a sense of dread or anticipation when the players know what kind of monster they might be facing next, but reading an entire adventure before hand for the purpose acting optimally or to fight the DM with the rules, is not ok.
My table is not the place for...
Bigotry. Excessive Rules Lawyering. People that want to act out a fetish. Disrespect for others and their choices. Excessive Metagaming.
Charly's Preferences
Systems
Game Mechanics
Themes