Stephen | The Dungeon Master, Esquire (he/him)
5.0
(1)
2 years on StartPlaying
38 games hosted
Highly rated for: Inclusive, Knows the Rules, Teacher
About me
Hello, everybody! I vividly remember my first time playing a TTRPG. My friends and I were gathered on the back patio, huddled around printed out character sheets and rulebooks 'borrowed' from an older brother. My Wookiee Jedi was facing up against a rancor but, try as I might, I didn't come out the other side alive (or even in one piece). The dice giveth and the dice taketh away. We started to meet up every weekend, making new characters and starting new adventures. Games rarely stuck around for more than a session or two, but we were so excited about the prospect of new stories that we barely minded. As I got older, I began to settle into the role of Dungeon Master (or Game Master, or Watchtower, or Storyteller... pick your poison). As fun as it was to make and play a single character, I find it even more engaging to facilitate the scenarios that allow everyone's stories to come together. In the 20 or so years since I started playing, I've found myself drawn to a wide variety of systems. I started on the old WotC Star Wars d20 systems (Original, Revised, and then Saga), later dabbling into D&D 3.5, Mutants & Masterminds, Fiasco, Microscope, Genesys / Star Wars FFG, and the Cortex systems (Marvel Heroic, Cortex Plus Dramatic / Smallville, and Cortex Prime). I've spent most of my time DMing the Marvel Universe Roleplaying Game (an official Marvel game from around 2003 that uses a resource allocation / betting system rather than dice - look it up!), Pathfinder 1e, D&D 4e, and D&D 5e. I only run 5e now, but I've found that my experience with many different systems has done nothing but help my DMing. Over the years, I've also introduce a ton of people to the hobby; if you feel like you don't know enough about the mechanics or TTRPGs in general, have no fear. I think benefit I'm more than happy to take the time to teach new players. If you're interested in learning and playing, then we'll have a blast.
GM Style
I like to balance the pillars of play (social, exploration, and combat) evenly in play. Although I prefer to run published adventures, I work with my players to incorporate their characters into the story and keep to a sandbox. I also try to stick close to RAW but will occasionally deviate when it seems appropriate. As a general guideline, expect my rulings to track with what's been published; when we're all operating within the same, published set of rules, we'll all be on the same page when it comes to what is and isn't possible. I also keep nearly all rolls open (with the only exception being things like NPC Deception or Stealth rolls). I will not fudge rolls for anyone, but will always be willing to fail forward when it comes up. I've made this choice because it keeps me impartial and because, in my experience, I find that some of the best stories come out from unexpected loss and victory. Character death is always on the table and, although I'll never run an adventure with the intent to kill a character, it can happen. As a DM, I sometimes use voices, but often speak in the third person. I have no big expectations that any players are going to engage in roleplay in any specific way; as long as you're making decisions from your character's point of view, I'm happy! I also have a Consent Checklist that I circulate before all campaigns. I want to be sure everyone feels safe while playing. My table is open to people of all races, religions, genders, sexual orientations, and backgrounds; if you aren't, then you should consider a different table. In addition to all of this, I have a private Discord channel that is available to all of my players. This will give you a place to engage in freeform, text-based roleplay scenarios in between sessions. My players have loved it in the past and it is also completely voluntary. Finally, because whatever I say doesn't mean much compared to what my players think, here are a few statements from them: "You're very collaborative. You're generally very good at checking in with the players to give them so sense of what to expect, then figuring out how to give them what they want. ToA was a great example of this, because obviously there were a lot of changes made to make our campaign unique and feel like ours." "You focus on crafting the adventure around the players. You lean into the sandbox aspect of the adventure, letting the players determine what happens and modifying the adventure to elaborate on the things that interest them and simplify the ones that don't."
Games played
Game platforms used
Stephen | The Dungeon Master, Esquire's Games
Game Master Reviews (1)
No reviews yet...
They will show up here after a player has written a review.
What's StartPlaying?
Tabletop Roleplaying Games Run by Game Masters
Find a game to join solo or search for a professional game master for you and your friends/coworkers/family.
Book your session and wait for the Game Master to approve you.
If you don't have a blast with your first game, your next game is on us.