Cherry
any/all
5.0
(4)
Timezone
Language
Identity
About Cherry
I am the creator of the indie ttrpg company Fateless Legacies. I am her to run interested players through the exiting and immersive worlds within the many systems I design and create with the help of many wonderful artists and writers. Fateless Legacies products are proudly human made and will stay that way. My hope is that you will take the wonderful adventures you had within these mini campaigns I will be running and bring them with you to your other tables. I hope that you will share your experiences using the Fateless Legacies system with your other groups and continue running these games after. Word of mouth might not be the most effective form of advertising and growing a business, but I have hope that together we prove that shilling out to corporate overlords is not the only way to produce a worthwhile game. So join me. Become Fateless. Become a Legacy. Start your story today
At a glance
1 year on StartPlaying
Highly rated for: Inclusive, Creativity, Storytelling
$8 per session
Featured Prompts
I got started GMing...
In college. My GM wanted a break so I took over the roll and quickly fell in love. I kept altering the rules to fit my playstyle until I wound up with a completly different game system all together. I decided to make my own shortly after and never looked back. Now I've designed 3 ttrpg systems.
My favorite books are
The King Killer Chronicles by Patrick Rothfuss The Discworld Series by Terry Pratchett The First Law Series by Joe Abercrombie
The three words my players would use to describe me are...
Words I've heard my players use to describe me or my games are... Narrative Versatile & Immersive
How Cherry runs games
I prefer to approach narrating a story from a perspective of being just that. A narrator. Whose job it is to weave the world around the protagonists to explore and experience. I have a preference toward theater of mind but am more than comfortable using scenes and music to guide the player experience and assist with immersion. I enjoy running games where the focus is on the story and the characters within it. Putting the narrative at the forefront of the game and letting the action serve as an element of a story but not the focal point. Combat focused stories are fine so long as the action is a means to elevate the rising tension in the story and not the other way around. That said, when I do run a combat encounter or action heavy conflict I like to set it up so there are multiple avenues of challenge and not just a slog fest to see who can dwindle the others health bar faster. I like to create scenarios that play to the strengths and weaknesses of the characters in the story.
Cherry's Preferences
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