
Trevor
he/him
5.0
(7)
Timezone
Identity
About Trevor
I am a fantasy and literature loving nerd. From a young age I was entranced by things like Dragon Quest and Magic the Gathering as well as Theatre, so when I first heard about Dungeons and Dragons, a combination of fantasy and storytelling I knew I had to give it a try. Eventually I managed to find some friends and put together my first, terrible campaign; we had a blast. It was messy, and the rules we got wrong, and the story was nothing, but the act of playing and sharing in a story was liberating, and I was hooked. I have been running DnD 5E (2014), since shortly after its release in 2014, and have always found it to be my favorite system. During this period I have completed several campaigns alongside close friends and new friends made through the hobby. I have primarily run DnD 5E in this time, but I have also explored several other systems as well. Some personal favorites, for different reasons, are: Demigods/Masks/Monster of the Week/Anything PBtA, Cyberpunk Red, Agon, Dread, and Fate Core. I have been running a private Curse of Strahd campaign for a year or so now, but am eager to find more opportunities to DM and explore these tales with many more people.
At a glance
Less than a year on StartPlaying
6 games hosted
Highly rated for: Storytelling, Knows the Rules, Creativity
Featured Prompts
I became a GM because
I have always loved fantasy and theatre, and in general the act of commucal storytelling. Being a DM means that I am able to share this joy with all sorts of people, and find ways to connect using simply our words and dice, and there is something so magical to me about taking a guiding role in that.
When I'm not running games I'm...
Reading: I study Latin and Ancient Greek, and find much inspiration in these classical tales of myths, heroes, and history. I also have a fondness for theatre, specifically Shakespeare. Videogames: I love RPGs, Skyrim, Witcher, BG3, etc, but also more crunchy tactical games with unique mechanics.
How Trevor runs games
When it comes to TTRPGs what excites me the most is the collaborative storytelling nature of the game, the idea that each of us are able to sit around a (virtual) table and connect over the experience of creating and telling a story. This means that I tend to prefer games that really lean into roleplay and narrative elements, but this does not mean combat or exploration gets neglected. Rather, I prefer it when combat feels narratively meaningful rather than a means of killing time or filling space, and that my enemies/monsters/NPCS are designed such that their mechanics intertwine with the story behind them. The same goes for terrain and battlemaps. Sometimes running up and hitting the big monster hard and fast and seeing who goes down first can be a blast, but other times having to manage rising lava or swinging from deck to deck of a ship while avoiding spells and making the battle more dynamic is even better. I love pulling on characters backstories and twisting them in directions one may not have expected, and I try and check in with my players frequently to confirm that their personal narrative, even if not what they expected, is enjoyable and satisfying. TLDR: I play TTRPGs for the story, and try to weave the overarching narrative in with those of the individual characters and the mechanics of the enemies and combat to create dynamic and involved narratives.
Featured Prompts
Rules are...
There to enhance the narrative. The story we want to tell together comes before mechanics, and so they can and will be bent to accommodate the most satisfying story we can create.
Trevor's ideal table
In my experience when I run games my goal is always for us to tell the most satisfying story. To this end I try and create interesting settings/scenarios/quests which engage the interests of both the player and of their character. Mechanics, especially outside of combat, can be bent and at times ignored if it allows us to create a more resonant and impactful story. In combat I try and keep closer to the rules, so that unique characters/enemies/environments are able to shine and be, in their own way, immensely satisfying.
Featured Prompts
I love it when a player
Makes me pause and go "huh", be it from an ingenious solution to a puzzle/encounter, some unique mix of mechanics allowing for a powerful attack, or from a narrative/roleplay decision that I did not anticipate them making. Such moments really make me feel connected to our story.
My table is not the place for...
Anyone who wants to "win" their TTRPG. I want us to collectively engage in telling a story, and if, at the end, our characters "lose", be it from dying or failing to stop the BBEG, that is fine, and sometimes even better, if the story we told along the way makes us really feel.
Trevor's Preferences
Systems
Game Mechanics