Chris
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About Chris
Started out with a few Star Wars campaigns. The first lasted around a year, meeting multiple times a week, 4+ hour sessions on average. With milestone progression and a few level skips, the crew went from level 5 and under, to upper teens. Classic high level character activities included: Fighting moon sized monsters while standing in space on capital ships. Rancor and wampa companions flying around in full Mandalorian armor. Bringing together force artifacts and using them to make a powerful wish like Dragonballz. Played one off sessions with family and started another campaign which fizzled out. One more grimy and grounded in the lower levels of Coruscant. We eventually made the switch to “REAL” DnD before the campaign ended. Before the switch, I had typed up many google docs full of information, lore and stories for my own DnD universe. I was excited and ready to introduce new players to the world. After around a dozen sessions, for extenuating circumstances, we had to pause the new campaign. Until recently. My friend wanted to GM some Cyberpunk. I got to actually be a player for once! That's what's got us back into playing. Now I can't shake off that creative itch. I find myself spending most of my time just thinking of my DnD universe and the stories to tell. Vital to the universe is player input; if it's not molded by player interaction then it snuffs out with the howling of a dying infinity. Please don't let the inter-dimensional weapon of chaos destroy our reality.
At a glance
Less than a year on StartPlaying
Featured Prompts
I became a GM because
You remember when you would daydream and play make believe as a kid? Using sticks and PVC pipe as swords and magic weapons, playing out vivid action scenes. For years I felt weird about not growing out of it… Eventually I felt the need to share my weirdness and let my “freak flag fly”!
How Chris runs games
I’m very story driven, which might lead to some railroading from time to time. But I always try to reward player’s creative choices regardless of the outcome. It’s how they uniquely impact and react to the story which matters most. Roleplaying is a big part of my games. I enjoy finding what parts of every NPC I empathize with (and what parts I don’t just as much). So the cruel big bad guy is perhaps too realistically so. All while trying not to cross any pre conceived boundaries such as player assassinations and unnecessary killings of any Boblins The Goblins. Perhaps tiptoeing the line by kidnapping and mind controlling your favorite NPC. When it comes to session prepping. On impromptu sessions I quickly adapt and more often than not, pull out a well enjoyed few hours or so of gameplay, if maybe a bit unbalanced. When I’m prepped for a session, there’s not much that’ll catch me off guard. Not to say I won’t be surprised by a player’s actions, it just won’t derail the session or sessions to come. Whatever the outcome may be, it will have been a memorable adventure to get there.
Chris's ideal table
Collaborative and storytelling. I’ll lead my players with pertinent information, but how they interact with that world is what I’m interested in, and what I give time for. The uniqueness of your actions is what I wanna hear, flavor text. Going into detail might not get you a bonus, but it’s what we’re here for (and it’s likely to give a bonus).
Chris's Preferences
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