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Freddy

he/him

Timezone

America/los Angeles

Language

English

Identity

Hispanic/Latinx
Game Designer
Multi-lingual

About Freddy

I am a Los Angeles base board/video game lover who went to school to pursue video game development. I had played D&D, Pathfinder, and Savage World games in high school, and then tried the Fallout TTRPG system in college. I enjoyed all the experiences, and like most of us was disappointed when scheduling issues inevitably ended campaign after campaign, with none of my characters ever breaking a level 3 or 4. I started my venture into running Dungeons and Dragons during my bachelor party in 2022 where 6 friends and myself went up to a cabin to solve a Clue-like 1-shot I had prepared about a missing groom. Like most first time, DM's I overprepared. Just to have my players throw an Eversmoking bottle and avoid the final confrontation all together. At the time this kinda bummed me out but I have come to really love that ending. It made me really understand that my role as a DM wasn't railroading my players to my desire outcome, and it really about what the story can become. From there I started another campaign module with my best friend and we agreed that no matter what we were going to make it through the module. Now, 2 - 3 years later, our campaign has long veered away from the module, and we have added 5 other players. We are near the end of what I am considering act 2 of 3 and we seem all to still be full speed to the end. I currently run D&D 5e but am open to new systems.

At a glance

1 year on StartPlaying

How Freddy runs games

1. In person play: I love making and using props. I like using physical maps and a blank grids to keep that balance between theatre of the mind and explicitly showing everything on a map. That being said, because I have players that prefer props because they struggle to imagine things I also like using digital and physical maps as a tool for story telling. I also love physical character sheets. 2. Tone: The campaign I have been running has real stakes. I want my villains to feel like an ominous threat, like their motivations and intents are tangible. That being said, session to session, my players are goofballs and I wouldn't have it any other way. 3. Its Our Game: I highly regard my players feedback, even going to the extent of sending survey's to my players to understand what they want to see and what they don't. I also love when my players contribute ideas at the table that change the course of the campaign. Its fun to balance that. 4. Homebrew: I run D&D 5e but to say that I am a strict to the core rules would be misleading. 8 times out of 10 a ruling will come straight out of the book. However, I like game mechanics, and I think bending a rule now and then can keep my players invested. How is fantasy interesting if a mad wizards spells work predictably every time. 5. Rule of fun?: The point is for everyone to have fun, I have that mentality is so I hope my players come to the table with the same mindset.