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Andre Eitner

n/a

Timezone

America/chicago

Language

English

About Andre Eitner

I’m a story-focused Game Master who specializes in immersive homebrew worlds built around player agency, exploration, and lasting consequences. I create the setting, conflicts, factions, and people who inhabit the world, but I don’t decide how the story ends. That belongs to the players. Choices matter in my games. Allies remember what you’ve done, enemies adapt, ignored problems can grow, and characters can become heroes, villains, rulers, outlaws, or something I never expected. I enjoy morally complicated situations, creative problem-solving, roleplay, exploration, and cinematic combat. I’m comfortable adapting when players completely derail what I prepared; those moments often become the most memorable parts of a campaign. I also like fantasy worlds to feel tangible. Environments matter, NPCs have real motivations, and creatures behave like living things rather than bags of hit points. If a player comes up with an unconventional solution that makes sense, I’d rather find a fair way to let them attempt it than simply say the rules don’t cover it. My table is welcoming to both experienced players and newcomers. I build the world. You decide what happens to it.

At a glance

Less than a year on StartPlaying

$20 per session

How Andre Eitner runs games

My GM style is built around one idea: I build the world; you decide what happens to it. I favor player agency, immersive roleplay, exploration, creative problem-solving, and meaningful combat. I prepare worlds rather than scripts. NPCs have motivations, factions pursue their own goals, and events continue whether the party gets involved or not. Most importantly, your character’s actions have consequences—good and bad. Help someone and they may remember you when you need them. Betray an ally and that trust may never return. Spare an enemy and they might become a friend, or come back stronger. Ignore a growing threat and you may discover what it became while you were gone. Your reputation, relationships, and decisions can fundamentally change the world around you. Combat is tactical and cinematic, but violence isn’t always the answer. Talking, sneaking, bargaining, running, setting traps, or attempting something I never anticipated are all valid options. If an idea makes sense, I’ll find a fair way to let you try it. I won’t protect an NPC because they’re important to my plans, and I won’t force the party down a predetermined path. The world is yours to influence—but it will react to you.

Andre Eitner's Preferences

Systems