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Solomon

he/him

Timezone

America/kentucky/louisville

About Solomon

I have been a roleplaying gamer and a gamemaster since I was 15 - more than 10 years! I've run games for many tables, and many groups. I run player driven campaigns! My favourite campaign style is when i present a world to the players, and they make it their own. Roleplaying is about entering another world. I love to create an experience without a particular destination in mind, but which allows the players to pursue what interests them, whether that be exploration, the characters of the world, or becoming combat beasts. The settings I create are both broad and deep, and I pride myself on creating an experience that isn't about the world, but how the player characters fit into that world. My favourite part of roleplaying is creating a large cast of characters, and seeing who the players gravitate towards. Whether they be friends, co-adventurers, or rivals, it's a blast to get into character WITH my players! Another thing I love is encouraging player creativity, and trying to find ways to make the rules work with what the players are trying to accomplish. This is one reason I love GURPS. The flexibility of the system, combined with the depth of rules options means that I can almost always find a justification for whatever scheme they're trying to pull off. The best part of roleplaying is the relationships that it cultivates. Sitting around each week with a table of people, and sharing the highs and lows of the campaign is unlike any other form of storytelling.

At a glance

Less than a year on StartPlaying

$20 per session

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I ran my first game...

When I was 14! I didn't own any RPG systems, so I scavenged a bunch of dice from board games around the house and convinced my younger brothers to play with me!

How Solomon runs games

I put great effort into crafting a world where the players can pick the direction, and then work with the players to move the party towards accomplishing their goals. I have two major focuses: good characterization and world consistency. Good characterization means motivation. One thing I like to do, before the campaign begins is sit down with each player and come up with a goal that their character wants to accomplish. This helps avoid the feeling that the game is on rails, but also gives each player a sense of authorship over their character. World consistency is more than just "nothing in the setting contradicts itself", it's about making the opportunities that the setting has available to the players. That means both clearly communicating what the opportunities of the world available to the are, and providing clues for them to seek out whatever they wish to hunt for. In other words: when a player begins a game in one of my campaigns, they know that they are entering a world of opportunity, with memorable characters and encounters awaiting them!