Andres Sierra banner

Andres Sierra

he/they

Timezone

America/guayaquil

Language

English
Spanish

Identity

Podcaster
Queer
Hispanic/Latinx
Multi-lingual

About Andres Sierra

I'm Andrés, 39, and I've been playing TTRPGs for over 20 years. I started in the AD&D era running Planescape campaigns with friends, then quickly expanded into Vampire and Shadowrun. Early on, I realized I wanted to GM—I had stories and narratives I needed to explore, and since then, I've been my group’s main GM, always receiving great feedback. Over the years, I’ve run a wide range of systems: D&D, World of Darkness, Nephilim, Quest, Ten Candles, Blades in the Dark, The Witch is Dead, Root, Numenera, and many more. I’m passionate about the indie RPG scene and love discovering innovative mechanics and fresh narrative themes that push players’ imaginations into new territory. To me, TTRPGs are about trust and shared creativity. The right table vibe lets everyone step fully into character and get the most out of the story and system. I aim to create those spaces—immersive, safe, and unforgettable.

At a glance

Less than a year on StartPlaying

Featured Prompts

My 3 systems I'd bring to a desert island would be

* 5E so I can keep playing Planescape forever * Quest because it is beautiful to look at, elegant in its design and very evocative * Mage because of it's versatility and because esoteric playing is just cool.

How Andres Sierra runs games

As a GM, I believe narrative comes before rules. We're here to tell compelling stories—about the world, the characters, and their journey. Rules should support and enhance those stories, not slow them down. They exist to fuel emotion and engagement, not to get in the way. I base my GMing on three core pillars: 1. Fun comes first. Everyone at the table should be having fun. That doesn't mean avoiding intense emotions like fear or tension—those can enhance the experience—but the overall goal is shared enjoyment. 2. Narrative over rules. I’m a strong believer in Rule Zero: the story takes priority. Mechanics are important and can drive exciting moments, but they shouldn't limit creativity or momentum. 3. Create lasting memories. When fun and story align, the result is unforgettable moments. Players will remember how their character felt when they faced the demon at the end of the dungeon—not just the dice roll, but the emotional weight behind it. That’s what I strive for in every game I run: collaborative storytelling that resonates long after the session ends.

Andres Sierra's Preferences

Systems

Dungeons & Dragons 5e
Quest
Blades in the Dark
Ten Candles
Avatar Legends: The RPG
The Quiet Year
Dialect
The Witch is Dead
Root: The Roleplaying Game