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Dragon

he/him

4.5

(4)

Timezone

America/chicago

Language

English

About Dragon

I have been DMing for a couple of years, being playing since 1979. Looking to DM a heavy RP campaign, light combat and players that don't create OP characters. I think that having unoptimized characters provides more fun, as you need to think or find other ways out of encounters other than brute force. In my games I like dependable players that make the campaign a priority and will show up each session, as it is only respectful to the DM, who is spending hours preparing for the sessions and the other players depending that the party is stable. Play mostly RAW, but there is always room for the Rule of Cool, as long as you can RP your way into it. Not looking for rules lawyers, but always open to discuss rulings, as long as in the end, the DM makes the final ruling. I'm pretty easy-going, transparent with my thoughts and likes to keep the channels of communication open throughout - in and out of session. Looking for long term players, who is not afraid, but welcomes campaigns that might resolve in a year or two of sessions. Pretty much everything else, we can learn from each other as we go.

At a glance

Less than a year on StartPlaying

Highly rated for: Creativity, Inclusive, Storytelling

Average response time: 2 hours

Response rate: 100%

Featured Prompts

My favorite system of all Time is

Well, if we're talking D&D, it would be v3.5, for sure -- 3.5 allowed for precise character development through the myriad of skills, flat-footed and touch ACs, etc. The player decided feats to select. Sure 3.5 is a bit more crunchy, but it made for unique characters, not cookie-cutter ones of 5e.

The three words my players would use to describe me are...

1. Open communicator/Transparent 2. Willing to help the players with character concepts/backstories 3. Provides an entertaining session experience

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

Working? Prepping for my sessions? Learning how to be a better GM? Sleeping? I would say those would be the top four.

How Dragon runs games

I try to get backstories of the characters, so I can weave in encounters, have flashbacks and such to keep the player/character excited and have fun. I try to involve everyone at the table, so that even the quiet ones get a share of the spotlight. I generally discuss thoughts and help the players develop their character out of session, if they are stuck, or wish to bounce ideas or get my perspective of how it can fit into the campaign.

Featured Prompts

My games focus on...

My games focus on role-play over combat. I think dungeon crawls tend to get a bit dull. I like it when my players takes the reigns and just role-play their character, talk to other characters in the party and I just watch the story unfold before our eyes.

Rules are...

Rules are guidelines to keep the players/characters in bounds, but sometimes there is a situation where the player comes up with something that bends the RAW, and they present it in such a way that it would fit in the story line and be cool. In those cases, rules are bent to make the game more fun!

When it comes to voices

Voices are cool, if you are inclined to do them. I generally don't do voices, though I might change pitches and rhythms for children or NPCs, if the mood hits me. The players can do them or not -- I don't require it. Most aren't voice actors, we're here to play a game and have fun!

Dragon's ideal table

My ideal table would be a group of players where their personalities mesh well with the others. Where one player plays off another player to build to their role-playing, which the story unfolds and everyone at the table is engrossed into the session and having fun. Where time seems to slip away; maybe not much progression in the campaign was accomplished, but the story grew richer and the characters understand more of their party. Easy-going players, following the rules, but understand if there is something that would just fit the mood of the story line at the time, willing to communicate what they wanted to do, and why it seems to make sense at the time. The players would not seek to OP their characters to have fun, but are in the game for character development. Also, the players would not look for ways to cheat, just because they don't want to "lose." Where the "vibe" is just there to have fun, and the campaign story line is there to give general direction when things seem to need it.

Featured Prompts

I think it's a red flag when players...

Meta-game, look for ways to cheat, keep asking for bending the rules - so they don't have to think... It's a game! Play/Immerse yourself into the experience! Don't rob yourself or other players, just because you "need" to win. Triumph is birthed from failure!

I think metagaming...

I really dislike meta-gaming, and always ask my players to not research campaigns that I might run. It takes away so much from the fun and thrill of the campaign from everyone at the table. I (DM) lose out on the surprise, the players lose out on the experience. It's a lose-lose situation.

I think min/maxing...

I HATE IT! There I said it. I find having a "normal joe" character more fun, as now you have to use more than brute force to escape an encounter. Sometimes losing adds to the story. Winning all the time is boring. It takes away from what the story could have been, to just another beat down.

Dragon's Preferences

Game Mechanics

d20 System
d12/d6 System

Game style

Roleplay Heavy

Theater of the Mind

Rule of Cool (RoC)

Rules as Written (RaW)

Sandbox / Open World