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Bryon

he/him

5.0

(5)

Timezone

America/chicago

Language

English

About Bryon

I've been rolling dice, building worlds, and discovering just how badly plans can go wrong since 1987. My first RPG was Teenage Mutant Ninja Turtles & Other Strangeness. The friend who introduced me handed me a mutant rhino to play. I got him killed about twenty minutes later. Somehow, that didn't discourage either of us. About a year later, that same friend handed his Advanced Dungeons & Dragons 2nd Edition campaign over to me to run. I was 12 years old, sitting behind the screen and running a game for adults—and I've been playing and GMing ever since. More than three decades later, I still believe the best thing about this hobby is that there should be a place at the table for anyone who wants to be there. My table welcomes you. LGBTQ+ players are welcome. Neurodivergent players are welcome. First-time roleplayers are welcome. Lifelong gamers are welcome. You can arrive knowing the rulebook better than I do, or you can arrive having never picked up a set of funny-shaped dice before. I'll meet you where you are. You don't have to perform, know all the rules, do a voice, or be the loudest person at the table. You just need to be willing to share the table with everyone else. As a GM, I build living worlds where player choices matter. NPCs remember what you do. Factions pursue their own goals. Decisions have consequences. A person you helped six sessions ago may remember it when you desperately need a friend—and someone you crossed may remember that, too. I prepare deeply, but I don't prepare your decisions. I want to know the people, places, conflicts, and forces moving through the world well enough that when you do something I never expected, I don't need to force you back toward the story. We find out what happens instead. I love character-driven campaigns, difficult choices, mysteries, exploration, memorable NPCs, slow-burning storylines, and those wonderful moments when something seemingly insignificant from months ago suddenly matters. Combat can be dangerous and exciting, but some of the best sessions I've ever run have happened because the players found someone interesting and decided to talk. Your character's background isn't just decoration, either. Give me people they care about, things they regret, ambitions they haven't achieved, enemies they've made, or questions they haven't answered, and don't be surprised when some of those things become part of the world around them. But underneath everything I do as a GM is one principle: The game is bigger than any one person at the table—including me. The experience we're creating together is what matters. Every ruling I make, every storyline I introduce, every NPC I create, and every hour of preparation I put in is ultimately in service to that shared experience. The GM isn't above the game because they sit behind the screen. The most experienced player isn't above it because they've been playing for decades. The loudest personality isn't more important than the quietest. No character, storyline, clever idea, or individual moment matters more than the experience we're building together. The game belongs to all of us, and everyone at the table has a responsibility to make it better for everyone else. That's the social contract I bring to the table, and it's the standard I hold myself to first. I may create the world and set it in motion, but once we sit down together, what happens belongs to everyone. My job isn't to tell you my story while you roll dice inside it. My job is to give you a world worth entering, people and problems worth caring about, and the freedom to decide what your character does about them. I've been doing this since a mutant rhino met an unfortunate end in 1987. I'd like to think I've gotten a little better at it since then.

At a glance

Less than a year on StartPlaying

1 games hosted

Highly rated for: Beginner Friendly, Storytelling, Creativity

$20 per session

Average response time: 2 hours

Response rate: 100%

Featured Prompts

I ran my first game...

At the age of 12 in 1988. My friend James, how introduced me to RPGs the year before, handed me the reins of his AD&D 2nd Edition campaign. It was a 5 player group, three of them were age 25+, and I was a first-time DM. The campaign ran for years.

People are always surprised when I tell them

How long I've been doing this. It's even surprising to me sometimes when I think about it. In my teens and up through my 20s, I always thought 30 would be my limit. I never saw myself continuing to game past that age. But here I am at 50, still at it, still with a lot left in the tank.

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

I'm playing games. Playing refuels the tank that powers my GMing. It recharges my batteries and inspires the creativity that I use when I GM. I always try to be sure to get time to just be a player when I'm also running games. I find that I run out of steam pretty quickly when I don't do that.

How Bryon runs games

I talked a lot about this in my "About Me" introduction, so i don't want to just cut & paste a repeat of that here. There is, however, one thing that you'll find in that introduction that I want to reinforce here. My core principle as a GM. The game is bigger than me. It's bigger than the loudest voice at the table. It's bigger than the most experienced player at the table. It's bigger than the rules lawyer who wants to argue about interpretations that aren't "by the book." It's bigger than the min/maxing power gamer who thinks the main piece of every session has to be a fight and has nothing to contribute outside of combat. It's bigger than the person who insists on the most unreasonable and detrimental actions because "it's what their character would do." It's bigger than all of that. When we sit down at the table together, whether its in-person or virtually, we are all responsible for doing our part to improve the game experience for everyone involved. This is the social contract of my gaming table. Everything I do is in service to that understanding, and to the experience of everyone on the other side of the screen from me, and I ask that everyone over there does their part as well. Every member of the group has a stake in building these games and creating the experience that we are all sharing together. So who wants to come build with me?

Featured Prompts

I deal with rules issues by...

First, I'll ask that the ruling stand until the end of the session. Then, when we're not using game time anymore, we'll discuss the situation. My perspective, their perspective, how it impacts the game. Then we'll make a decision that best supports the game as a whole.

I prep by

The military addage that "no plan survives contact with the enemy" applies to GMing as well. So rather than planning what I need the players to do, I prep the world to be ready for what they might do. You'll never hear me say "you cant do that, it'll ruin my game." My living world will respond.

Rules are...

The guidelines and guardrails the game developers intended their design to function inside of. They are not scripture, they do not always think of everything, and they are not always right. Every RPG corebook you'll ever pick up says that if a rule doesn't fit your game, change it. So we do.

Bryon's ideal table

My table is a place to leave the real world at the door for a while and go somewhere where the stresses of the day don't get to follow you. In my time, I've seen all types of players of all different experience levels. I can play and run with just about anyone. Come to my table ready to think, open to learn, willing to be surprised, and comfortable enough to laugh even at yourself. There's no expectation on performing ability, knowledge, or skill level. I will meet you where you are. Contribute what you're comfortable with, and have fun in the process.

Featured Prompts

I am for a vibe that's...

Relaxed, welcoming, and supportive. Tension and pressure should only come from in-game experiences, not the vibe at the table. Remember, no matter how old or experienced any of us may be, we're still a bunch of people, sitting around together playing "Group Therapy: The Home Game."

I think metagaming...

Damages the game for everyone. But I also realize that it's often hard to avoid, especially for new players. Separating what the player knows from what the character knows is one of the most challenging RP skills to develop. But once you figure it out, it makes the whole experience so much better

I think min/maxing...

Ugh, it's such a waste of great potential. Nothing grinds my gears more as a GM than someone who brings me a combat monster who can't butter their own bread that brings nothing to the table unless dice are being rolled. Let's expand the character so it can actually survive a day in the world.

Bryon's Preferences

Systems

Pathfinder 1e
Rifts
Shadowrun
Dungeons & Dragons 2e
A Song of Ice and Fire Roleplaying
Mutants & Masterminds (3e)
Starfinder
Lancer
Alien: The Roleplaying Game
Marvel Super-Heroes FASERIP
Warhammer 40,000 Wrath & Glory
Warhammer Fantasy Roleplay
Star Wars RPG by Fantasy Flight Games
Star Wars D6
D20 Modern
Cyberpunk Red
Mutant: Year Zero
BattleTech RPG
Palladium
Exalted 2nd Edition
Exalted 3rd Edition
DC Heroes Roleplaying Game
Dark Heresy 2e
Cyberpunk 2020
Mage: the Ascension 20th Anniversary Edition
Changeling: The Dreaming 20th Anniversary Edition
Anima Beyond Fantasy
The One Ring 1e
The One Ring 2e
Werewolf: The Apocalypse 20th Anniversary Edition
Advanced Dungeons & Dragons 2e
DC Adventures
Power Rangers Roleplaying Game
Vampire: The Masquerade 20th Anniversary Edition
G.I. JOE Roleplaying Game
Transformers Roleplaying Game
ABSOLUTE POWER
Street Fighter: The Storytelling Game
Star Trek Adventures - Second Edition
Vampire: The Dark Ages
Aberrant
Starfinder 2e
Teenage Mutant Ninja Turtles & Other Strangeness
Invincible Superhero Roleplaying
Alien RPG Evolved Edition

Game style

Roleplay Heavy

Theater of the Mind

Rule of Cool (RoC)

Sandbox / Open World

Realm Building