Tyler banner

Tyler

he/him

5.0

(4)

Timezone

America/chicago

Language

English

Identity

Teacher/Educator
Game Designer

About Tyler

I've been running DnD and other tabletop games for more than 15 years, I work as a content designer for comedic, narrative-driven video games, and I've got theater training. I strive for my games to highlight dramatic moments alongside the chaotic or wacky results the dice are bound to throw at us. In the past I have hosted board game nights at local breweries, and run TTRPGs for folks at other public places. This often involves teaching the game, and finding people for other folks to play with. Tabletop games are very much my life's passion, and I enjoy everything about them, from designing to playing.

At a glance

Less than a year on StartPlaying

Highly rated for: Creativity, Inclusive, Rule of Cool

Featured Prompts

I became a GM because

I became a GM because I wanted to play DnD so, so, so badly but no one would run the game! So I figured out how to do it myself and it has been part of my identity since I was a child.

I got started GMing...

When I was about 9 years old. I spent a lot of time at my Grandma's house and she had the 3rd edition starter kit, so I would run games for my cousin and I while we waited for our parents to pick us up.

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

Cooking, running, or miniature painting. I like to keep busy with all sorts of other little hobbies too, but these three are probably my most common.

How Tyler runs games

I focus on: Rule of Cool - The books are great to get us started. I'm open to take your character in whatever direction is fun for you, while still within a reasonable power-level. We just have to make sure to document the changes we make for posterity's sake! Malleable Solutions - There is never only one path forward. If we have to throw out everything I prepped because the party is having fun engaging with the content in an unexpected way, then I'm excited to facilitate that for them. Each table is a new experience, and I'm happy to adjust my plans to accommodate the story they want to tell. Player-Driven Stories - I don't like using NPCs who act as a player's guide of where to go next in a campaign. I notice that a lot of WotC modules use characters like this, and I typically remove them from the story. I would much rather find solutions that encourage players to deliberate among themselves before deciding their next move. Having an NPC tell you where to go next removes player agency from the narrative.