Kitty banner

Kitty

she/they

Timezone

Pacific/auckland

Identity

LGBTQ+
Queer
Neurodivergent

About Kitty

Gods, where do I start? I'm Kitty. I've been GMing for a good long while now, almost since 2014 blessed us with 5th Edition Dungeons and Dragons. That's where I got started, and that's where I have the most practice, but I'm in the process of learning several other systems - Dead of Night, Call of Cthulu, MORK BORG, Vampire: the Masquerade, and more - even games as esoteric as Skyfarer, Puppies & Pirates, and Sexy Battle Wizards. My area of expertise, if you will, is in running games with a particular focus on character stories and world reactivity. Tactical combat is cool and all, but I prefer to not lean quite so heavily on flipping through rulebooks looking for spell descriptions, and instead really see what kind of emotional impact I can have on you and your characters. I pride myself on my ability to interweave player character backstories with the overarching narrative, making any decision the party makes feels meaningful, and ensuring that everyone around the table gets their chance to shine! Every effort has been made to keep generative AI content out of my games, be it plot, characters, art, or maps. Every story is worth telling, for without the telling it is no longer a story.

At a glance

Less than a year on StartPlaying

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I became a GM because

no one ever wants to GM. Ever. I genuinely love TTRPGs and I want as many of them as possible to run well and have tables playing them, and that just doesn't happen if there's no GMs.

The three words my players would use to describe me are...

passionate, eloquent, immersive. I asked one of my players so I do in fact have proof of this.

When I'm not running games I'm...

probably writing plot threads and lore that I'll never use.

How Kitty runs games

I prefer to focus more on world reactivity and interweaving character stories into the overarching narrative to ensure that every decision, no matter how minor, feels meaningful and has consequences later down the line. My games are roleplay-heavy with only a minor reliance on combat, which gives me space to flex my creative muscles, ensure my players are able to do the same, and to make sure that the combat encounters that DO arise are mastercrafted experiences that contribute to the stories being told, give all players an equal chance to show off their new abilities, and aren't just Owlcat-style "filler" encounters to artificially stretch out the time between plot points. I believe that all characters have their stories to tell, and that I am honour-bound as a GM to enable those stories to be told.

Featured Prompts

Rules are...

more what you'd call "guidelines" than actual rules.

Kitty's ideal table

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I love it when a player

roleplays. When they get so into character that it's hard to tell where the line between them lies. When they're so immersed in the character and in the world that their motivations align.

I think min/maxing...

is a completely viable way to play the game, but probably one that excludes the abilities of many GMs, including myself.

Kitty's Preferences

Systems

Dungeons & Dragons 5e
Pathfinder 2e
Call of Cthulhu
Dead of Night
RuneQuest: Roleplaying in Glorantha
Crash Pandas
Goblin With A Fat Ass

Game style

Roleplay Heavy

Theater of the Mind

Rule of Cool (RoC)