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Driden

Driden (he/him)

5.0

(11)

Game Designer
Multi-lingual

Less than a year on StartPlaying

19 games hosted

Highly rated for: Creativity, World Builder, Teacher

Average response time: Under 1 hour

Response rate: 100%

About me

My own Platinum Rule for RPGs is offering and assuming good will around the table. We all want to experience something breaking out of the mundane, at least for a bit. Entertain and be entertained by weaving a story together, play the game together. My main enjoyment comes from others being engrossed in the session, or at least having fun with it. Allowing myself a little honesty, RPGs are a huge part of my life, took me from being an extremely shy kid to someone who can easily give lectures to a full auditorium. As silly, as that sounds, feeling like I truly pilot spaceships, confront gods, stalk dark alleys of great cities, protect the multiverse from villainy, and more throughout my life. I want more people to enjoy this hobby, so I never took money for running games before, sometimes putting more time and effort into them than normal work. But as life goes on, duties grow and times get harder. I want to see if maybe I can integrate my adult life and passion better. Sneak a bit more of the hobby into the day. Less Important Basics DoB: 1987 (37) Sex: Male Nationality: Polish Religion: Agnostic Orientation: Not this type of role play

GM Style

Atmosphere That might be the most communication dependant part of the game. There is, a hook, set in the listing, but that's just an initial proposition. GM is only one person at the table, and there is no way, or sense, to dictate the flavor of the whole game alone. It has to be forged together. Building up on what others put in and trying to blend into a cohesive whole. That's one of the reasons why session zero is so useful, to get a shared vision for the game. Propose a direction everyone else wants to go for, or tweak it, until agreed upon. Player Characters It varies for some genres, but I tend to aim for the player characters to feel like part of the world. Having stakes in it, so the story can have emotional resonance for them. Avoid becoming a disconnected leaf on the wind, that could just as well protect, as they can massacre a town. NPCs Creating believable and engaging characters for PCs to interact with, was always a cornerstone of my games. That's in a way most of human motivations, connections with others. Sensitive Topics I think any healthy medium shouldn't completely shy away from things that are uncomfortable. Just as not every piece of it needs to tackle them. When we approach anything close to taboo, it should be treated with proper respect and gravitas, rather than just cheap shock value. Mechanics in Play I like a clear mechanical framework that is fair and understood by all players, but used as a tool to make the session better, not overtaking the game. Something that can be played with, creating fun, situational interactions. Systems There was a time I tried every system I could find. Easily played way over 200 of them by this point, tried running a fifth of that and created a playable version for six more of my own. Not that I'm able to fully keep track of all of those. This said I can't choose a favorite. I love and am annoyed by elements of too many. But some major ones would be Chronicles (World) of Darkness games (especially Requiem and Forsaken), Savage Worlds, Fate, L5R, One Ring, D&D 5e, and a few Polish ones no one here has probably heard about. Specialization Because of my love for RPG variety, my specialty is making games that work outside of the typical, for all kinds of unique ideas. Adapting universal and specific mechanics, or even making my own. I used to improvise a ton, now I do it less, because of added materials, but skills are still there.

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