Rob
he/him
5.0
(6)
Timezone
Language
Identity
About Rob
Hello! I'm Rob, a very longtime player and GM, and I'd love to introduce you to tabletop RPGs and D&D or provide a veteran player a fun experience. In addition to being a gamer, I am a dog dad and adequate servant to our cats (just ask them), educator, and runner.
At a glance
3 years on StartPlaying
Highly rated for: Inclusive, Creativity, Teacher
Featured Prompts
My favorite books are
Jacqueline Carey's Kushiel's Dart, Simon R Green's Deathstalker
My favorite shows/movies are
Star Wars, Star Trek (including the Orville and Galaxy Quest), Robotech
When I'm not running games I'm...
running, throwing the ball for border collies, or wanting to play taletop.
How Rob runs games
The game is the PCs' story; they set the agenda and decide where to go and when. Often it is the GM's world, but I still leave space for players to fill in. Collaboration at the table makes for a much better game. Game tone is an important consideration for a table. I have loved mythology, particularly Greek, as long as I can remember. But I also grew up on old Scooby-Doo, so I prefer my monsters (demi-)human. It is my responsibility to run the world and adjudicate PC senses. "There are no traps" means the thief did not find any; it is not a legalistic argument. Even where magic can influence mood, it is to the player to determine how. GM plotting against the PCs is likewise through the lens of whatever NPC the party has offended enough to warrant plot. The table is about all the players, GM included, having fun, not winning.
Featured Prompts
If my games were Movies they'd be directed by...
George Lucas and Herbert Ross (Steel Magnolias)
My games focus on...
the party. It's their story; my job is to play the rest of the world.
Rules are...
the "physics" of the world that allow me to adjudicate difficulties and such.
Rob's ideal table
My ideal table is three to six players with open minds, engaged and engaging role-play, and a desire to have fun together. Tabletop is collaborative storytelling with an element of uncertainty/randomness. We should have fun with players working with each other and taking the bait as the GM offers. By the same token, the players should also open up to the GM integrating their characters into the world. The characters should feel like real people and the world should feel lived-in.
Featured Prompts
I love it when a player
engagges with the game and their fellow players.
Rob's Preferences
Systems
Game Mechanics