
Dylan Dalton
n/a
Timezone
About Dylan Dalton
I began telling stories and creating immersive narratives when I was a kid just playing with my brothers, not knowing what to call it, simply letting my imagination run wild and creating compelling and memorable characters, stories and worlds that we still talk about today. It wasn't until I was in College that I was introduced to any sort of formal system with which to apply these stories, and it would be the beginning of a long and exciting adventure, or as the case turned out to be, many adventures discovering different worlds, systems, personalities, and people. It all began with what is now my good friend Aaron on October 31st 2013, Halloween Day. Our college had no organized groups or systems for the most part and definitely nothing organizing any sort of Halloween festivities, however it also had no rules against dressing up for the occasion, and Aaron and I independent of each other, both being nerds at heart would take any opportunity to dress up, and so that's what we both did, him as a ranger, and myself as a swashbuckler. I remember it like it was yesterday, I was coming into the common room from class and he was entering from the side opposite of me from the theater area, when our eyes met, and Aaron, who stands 6 foot 3, and at the time probably weighting over 250lbs, marches straight up to me stopping 2 inches from my face. After a brief standoff in silence, Aaron looks at me and says "Do you want to be friends?" And as they say, the rest is history.
At a glance
Less than a year on StartPlaying
How Dylan Dalton runs games
I like to create deeply immersive and personal stories when GMing. Most of the games I run are world centric, where the player is not the chosen one, they are not the prophesied hero of ages. They are just a person, in whatever dark gritty world they choose to play in. Some worlds are obviously more forgiving then others, but heroic moments are earned, relationships feel meaningful and grounded, and the world feels lived in, no mustache twirling villains, people act based on their motivation, people live their lives pursuing what is important to them, and act according to their beliefs and cultures. NPCs that the players speak to feel like individuals, not just reskinned versions of the same person. Roleplay is highly encouraged, mysteries are waiting to be unraveled, and combat should feel like life or death, because to your character, it is. However just like the real world, there are moments of hope, moments of humor, and even a bit of silliness. In terms of mechanics I tend to work with my players on their preferences, I tend to stich to mostly RAW only using homebrew mechanics when something would otherwise detract from the story or experience of the players, and I will discuss that with the players and always do my best to be consistent in a ruling if a similar issue comes up again.
Dylan Dalton's Preferences
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