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DM Bastion

DM Bastion (he/him)

DMs Guild Writer
Game Designer

Less than a year on StartPlaying

About me

I am a forever DM. I originally learned because I wanted to play but none of my friends were willing to pick up the book. A commonly shared experience, I am sure. I have since ran a few published campaigns and produced several of my own homebrew campaigns, a few of my favorites are listed below to share a sense of my interests and style. I have limited experience as an active player, but I have been writing and DMing D&D5e for almost 10 years now. Here is how I would describe my approach to a few elements of the DM experience: Social: My adventures typically feature a diverse cast of unique and interesting characters with their own motivations and agendas. Characters have depth, grow, and change over time. Ally can become enemies and enemies can become allies. Villain typically feature some motivation that makes them understandable or even likable, or even victims of their own circumstance. I don't like to portray villains as cartoon characters but sometimes it fits the vibe. I keep it fun and do voices on occasion and they go over well for laughs but I am also prone to forget them or mix them up so I take notes and I don't mind being corrected. Mostly, I prefer to present characters with distinct personalities and memorable moments or characterization. Exploration: I like to pace out the story and invite players to take time exploring their environment/ world and cultures within it. It's fun to build out the ecology or environments of settings and imagine the creatures and wildlife when worldbuilding. How do they interact? What are the native species or plants of this biome and how can this effect the story or encourage crafting or exploration? Environments can tell a story all their own about historical events or encourage creativity. Puzzles are a great way to interact with players and engage them in a cooperative experience and reward them with interesting items or pieces of lore. Contesting your characters against the wilds or difficult terrain can be just as threatening as any creature encounter. Combat: For D&D5e, My adventures typically exist in the level 1-11 range. This is because I can find combat to be overly mechanical and tedious for newer players and at higher levels downright obstructive and grindy. To that end, I have had a lot of time to perfect skills to make combat faster and more enjoyable. I avoid using suggested encounters from published materials and instead prefer to develop unique and original encounters that are story driven and mechanically interesting that make use of the terrain, interactable objects, and have specific goals in mind. I like to keep players on their toes with interesting variants of creatures and enemy behavior that is both based on their personalities or natural intelligence. Many encounters can be strategically avoided using skills or diplomatically negotiated by more social characters. Anyone coming to the ttrpg D&D experience form the like of Baldur's Gate 3 would fit well at home at my table. I had been already experimenting and using many of the features that game uses to keep combat interesting at my table for years when it released. Fun: I don't stick to the rules too firmly but I do follow them enough to keep gameplay centered and well reasoned. I typically let players bend the rules for fun or outrageous moments so long as they give me too hard a time about consistency when the scene gets more serious, haha =). It's all about having a good time and fitting the vibe that the adventure calls for. If events are taking a more serious turn, the rules can become more important to maintain fairness of outcome. On the other hand, when events are more casual it is easier to set down the book and just let things play out. In this way I find that I work well with both onboarding new players and keeping veterans satisfied with mechanical depth. I can appreciate the crunchy players that want to argue about how 9th level spells should resolve, but that just isn't my scene, man =). Originality: I really like certain genres and popular media such as high fantasy, sci-fi, and horror. I am often inspired by books, films, and games (Aliens, Dead Space, Dune, LotR, Harry Potter, Sphere, Lovecraft, Bloodborne, etc) and use these inspirations to develop wholly new takes on similar settings or completely remix and reimagine player favorite media to deliver an experience that really fits a vibe they are looking for and that I am excited to write about. With each new adventure I strive to tell an original story and attempt new storytelling techniques such as flashbacks, faulty perceptions, madness, and split-party bifurcated narratives. This approach of expanding or changing my styles a lot from each adventure to the next can be time consuming but the end result is that I have experience running and developing a very wide set of adventure styles: Horror, mystery, investigation, heists, comedies, thrillers, survival, expedition, death races, arenas wrestling matches, linear, non-linear, episodic, open world, etc. If you ever had a favorite genre, book, or film and wanted a D&D experience that lived up to those themes, I might be the guy for you. Examples of adventures I have developed and run in the past: Decent into Avernus A published campaign remixed to be about 50% homebrew with original stories and character arcs tied closely to the story of Zariel and moral dilemmas. Featured homebrew vehicle death races and explored popular characters in D&D pop culture such as Mordenkainen, Minsc & Boo, Arkhan the Cruel, Zariel, and many of the Demon Lords of the Nine Hells. Approximately 60 sessions over 2 years. Spelljammer: Call of Hadar! A completely homebrew adventure in the Spelljammer setting. Features a band of spacers inheriting a ship and taking contracts for the asteroid city of Bral to make a living. Adventure expands in scope to feature conflicts between the many empires and factions of Wildspace and an emerging Eldritch Horror plot. A horror, mystery campaign developed as an original Space Opera complete with romance, political intrigue, dramatic set piece encounters. Experiments with non-linear, episodic storytelling and deep narrative themes such as survivor's guilt, loneliness, and loss. Approximately 70 sessions over 3 years. The Dirge of Dunwater Inspired by the likes of Lovecraft. A short homebrew featuring a dreary river-side town consumed by the mists of Ravenloft. Written during Covid, the adventure is principally a character study of the villain. The party explores the notes and research of the local governor who lost his wife to disease many years ago and journaled his descent into madness and grief. The villain discovers an ooze like creature (Elder Oblex) that can reanimate the likenesses of the deceased through memories to lure its prey. The local governor experiments on the creature wishing to find a way to reanimate his dead wife by sacrificing the townsfolk and eventually his daughter in vain attempts to reconstruct a whole image of his wife. By the time the party arrives, most the town are now facsimiles of the people hat once lived there. Horror, mystery, character study. Approximately 6 sessions. Guilds of Ravnica: Taking the A.S.S. A short homebrew comedy adventure that features goblins from the various guilds of Ravnica being selected to compete in the Annualized Service Series. The A.S.S. is a regular competition between the guilds to determine which faction produces the best of the best of the best. The various player goblins work as a team to complete a series of short adventures that tell an overarching story of corruption within the guilds. Aggressively apply the law on behalf of the Azorius and assign tickets and punishments to the citizens. Work behind the stage and put on the sickest Rakdos battle of the bands the guild's have ever seen. Construct your own colossal fighting robot and battle the Kaiju-like creatures of the Simic Combine across the city itself. These adventures and more! Prove you are the very best goblin and speak to your guild administrator today and sign up to take the A.S.S! Approximately 4 sessions.

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