
John Morris
he/him
Timezone
About John Morris
I've been GMing games for 10 years, starting with DnD 3.5, working my way through FATE, DnD 4e, DnD 5e, and later branching into LANCER, Spire, Blades in The Dark and the variety of less dice heavy games that came around during the great RPG explosion. I love running games, the dynamic experiences that can only happen when you get players around a table, and let imaginations and creativity run wild. It's one of the most sublime, collaborative experiences possible and I want to share it with as many people as possible. I think there's nothing quite like discovering new friends through a shared hobby. I've run everything, from short one shots to longform multi-year campaigns. I believe in putting in the prep work to make living, breathing scenarios that the players can explore and test fully and generally that GMing is a craft, one that when done well elevates the experience, and one that requires time, patience and effort. I also believe playing in a good campaign asks the players to put in time, effort and energy and it's one of the things I really value in the people I play with. Overall nowdays I'm most attracted to rich story driven games where the players have plenty of drive and agency, and combat and rolling dice is not the main focus. I want to play in games where player choices matter, where what they do is important and where they have a chance to fully explore the world I've built and find its mysteries and contradictions.
At a glance
Less than a year on StartPlaying
How John Morris runs games
I am here to present you with living, breathing worlds where what your characters do *matters* and I care about that much more than I care about specific rules decisions, tactical combat or rolling dice. I want to see the stories players create, I want to have a collaborative, enjoyable experience, where we can feel like we're crafting something special. I do character voices, I think of character motivations, I do the perp work to make sure that Baron NotEvil has compelling reasons why he wants the players dead beyond "Is the bad guy" and so when the players try a clever ploy, he's *actually* ready for it, or sincerely caught of guard. I think GMing, good GMing, is a craft. I put tremendous effort into it, and hope my players appreciate it and also invest in my games, be it a one-shot or a years long campaign.
John Morris's Preferences
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