Dazzle
he/they
5.0
(6)
Timezone
Language
Identity
About Dazzle
Well, hello there. I'm Daz. I've been playing tabletop games for 25 years, and I've been GMing regularly for about 20 of them. At this point, I've come to realize that I didn't really choose to GM. I have to. I _must_ It's much the same with writing: the ideas get into my head, and eventually they simply have to get out. My first games were a few rinky-dink affairs in high school, followed by my first *real* campaign in college with a few dear friends. Before long, I found myself imagining worlds of my own, strange characters with interesting backstories, settings, narrative arcs, and wild ideas that didn't quite fit into any existing box. So I decided to test my mettle and run a game for those same friends. We played a game that was a mix of Animal Crossing and Silent Hill. It was horrifying. But lots of fun! Twenty years later, I'm still at it. For most of those two decades I've been concocting plots behind my screen, running games across a wide variety of systems and settings. Along the way, I've become something of a student of the hobby itself: I love digging into the history of settings, understanding how mechanics have evolved, and figuring out what the intention was behind which dice are rolled. More importantly, I've learned that a good GM isn't simply the person who knows the rules or tells the story. A good GM makes it easy for everyone else to participate in creating the experience. That's something I've worked hard to develop over the years. I enjoy teaching systems by playing them rather than burying new players beneath a rulebook. I like games where the players and GM can actually talk to one another, reach a communal decision about what will make the game more fun, and then get on with absolutely annihilating the plot points I had planned for. I've developed guidelines and approaches that let players engage as deeply as they want to, whether that's bringing a character that is a challenge for the player to the table, or trying a bit of high RP when its a bit outside the players comfort zone. And while I certainly love a good fantasy campaign, I've spent much of my time GMing branching out. Cyberpunk. Low Magic. High Lethality. Grimdark. Heartwarming (Princess: The Hopeful anyone?). Some of the most fun games I've run recently have been one-shot campaigns inspired by movies, television, video games, and books. Both from things I discovered recently to things I loved when I was younger. How I would character myself being is GM is: An experimenter empath who tries to help the players tell the story they want to weave. I like discovering what happens when you take an idea seriously. I like finding the weird corner of a setting that nobody thought to explore. I like watching players take something I prepared, turn it sideways, and come up with something I never expected. (::sound of me dumping my session notes in the trash::) After 25 years, I'm still fascinated by this hobby. I still have worlds I want to build, stories I want to tell, systems I want to try, but also potentially develop. Probably with your help. So if this sounds like your kind of table, I'd love to have you along for the ride.
At a glance
Less than a year on StartPlaying
3 games hosted
Highly rated for: Creativity, Rule of Cool, Storytelling
$15 per session
Featured Prompts
I ran my first game...
in 2007. It was a homebrew version of Rubyquest, a legendary forum based play by post game run around that time. It is Silent Hill meets Animal Crossing. Which sounds as awesome as you think it does. It was fantastic fun and inspired my love of running horror.
I started running games because...
At the time, I was playing with writing fiction too. As I've progressed in both avenues, I noticed that I would just get disappointed I couldn't run. Now its a drive. When I'm a player, I'm thinking about my next thing I want to run, and I can't help but feel excited. I'm a forever GM now.
My favorite system of all Time is
For ease of play and ability to make the dice behave how I want them to: GURPs. GURPs has a great history. Fallout was originally meant to be a GURPs based game. Its also terribly easy for me to generate character sheets for anything from movies to video games. It's a really flexible system.
How Dazzle runs games
I love each aspect of meeting and playing with each player to determine the best way for them to have the game they want. From the first meeting, discussing experiences, the kind of depth they want to experience in the game. I'll frequently be present while character sheets are made since as the GM I'm typically the most proficient in most aspects of the system, although that isnt always the case. I'll typically have a session 0 where we discuss how everyone gets together that doesn't involve a brawl in a tavern. Discuss expectations from everyone. After session 0, I usually take time to craft the elements of the game important to the first several sessions, and try to have the overarching bones of the campaign (if its a longer game) in place for me to use later if needed. During session 1, I try to maintain the dynamism, that players feel as they construct their characters, and transfer it smoothly into active play. We're not hitting the ground running, that would imply rushing or casual disregard. But if we've made errors, or have an incomplete sheet, we aren't bogged down by it. Those are simple fixes that can happen later. We can abstract or estimate the relative level of skill if needed. Heck, I typically make character sheets editable until the end of session 2 anyway. From there I try to anticipate each players speed of play and try to make sure each player gets time in the spotlight. My mission is: Make Players Feel Powerful. (Unless we're playing horror. :D )
Featured Prompts
I deal with rules issues by...
Engaging in a conversation with players about the rule. What is the letter of the rule and what is the spirit of the rule. If the letter is not sufficient, we can build consensus on what we want from that rule and build on its spirit instead. Rarely, we'll come up with a whole new rule together.
If my games were Movies they'd be directed by...
Myself, it turns out. I run movies and TV shows as one shots occasionally. I keep the voice of the director in mind. Try to preserve the gestalt of the experience, even if the players decide not to hunt down the treasure of One Eyed Willy and save the Goondocks, and do a completely different game.
When it comes to voices
Thankfully I have a voice that comes with me on adventures. I will only do the accent of a specific character, not people generally. It must be in good taste. And I have to actually be able to do it justice. As an example: Kinger from TADC, and Nwabudike Morgan from SMAC. Both well received.
Dazzle's ideal table
My absolute favorite experience as a player was playing with someone with whom we built off eachothers vibe. I remember the absolute hardest laughing jag I ever had in my entire life was at a table with a friend who shared my sense of humor and would surprise me with creativity. I don't remember what the joke was anymore, I just remember not being able to breathe for like 10 minutes straight. I strongly desire a group who has, more or less, a well communicated vision for where they want their characters to end up. And a desire to be a part of eachothers stories. As players, I'd love them to be able to, ala improv, take what their fellow player is giving them and run with it. Naturally this involves a lot of discussion and the rigor of actually seeing what the dice give you on the table. tl;dr: Low IRL interpersonal conflict between players, medium-high communicative, willingness to compromise with fellow players. (Not necessarily compromise with me though, you should have higher expectations for me.)
Featured Prompts
I love it when a player
Is able to really get into the character. And by doing so, encourages others to do so as well. Naturally, not everyone wants to have that kind of experience, so I do typically cover that in session 0. But I did have a professional actor in my old group. She would give each character such a voice.
I think metagaming...
Is sometimes fine in the sense that there're things that a PLAYER doesn't know that a CHARACTER would. Taking a break to figure out what would be in character for them helps prevent frustration later. I would also count retconing items as metagaming, and thats permissible sometimes too. Same reason.
I think min/maxing...
Is a great way to have fun depending on the system. There are times when a setting or system rewards and encourages minmaxing. Some, though, don't. I think it's important for the general rationale of the table not to be at odds with a specific players build. I'm soft hand on it, for sure. But still.
Dazzle's Preferences
Systems
Game Mechanics
Game style
Roleplay Heavy
Theater of the Mind
Rule of Cool (RoC)
Sandbox / Open World
Roleplay Lite