Eve (she/they)
1 year on StartPlaying
About me
Hello! My name is Eve. I've been intensely obsessed with tabletop gaming for the last few years. My interest in the genre started with actual play shows like " Dimension 20," "The Unexpectable," and the first campaign of "Just Roll with It." As a GM I'm focused on Vivid role-play, dramatic combat, and complex narrative. I tend to demphasize puzzle solving and survival mechanics. Here are some non-TTRPG things about me: -I like illustration and comic making! -I'm a Podcaster! -I occasionally dabble in taxidermy! -I am a Virgo! -A musician I've been listening to lately is: Joy Crookes
GM Style
my GMing style: I run games that are focused on player character autonomy and expression. I reshape modules around the themes and motivations of the PC's well maintaining a sense that the world is alive and has it's own motivations and systems. my biggest GM inspirations would probably be brennan lee mulligan and Monty glue! (of "dimension 20" and "the unexpectables" fame respectively.) In short: -The world will be alive and meaningful but the story is focused on the PC's -player backstories will be worked into the plot in subtle and overt ways -RP between PC's is encouraged! -NPCs have distinct personalities and thought out motivations -NPCs have distinct voices (but in a sorta small range haha) -main goals are player engagement and autonomy -can't provide extra resources for automating character creation but can help you manually make a character if necessary -depends on the campaign but I usually give an extra bit of power to PC's at character creation, specific house rules will be done over discord as for more mechanics focused game elements like combat, I run combat whenever it feels appropriate for the story which depending on parting actions can mean infrequently. I try to keep things fast paced well still leaving room for creative PC descriptions and more cinematic moments. I try to keep my combat difficult and engaging, I never want combat to feel like a road bump on the way to something important. In short: -one combat wont last longer than one or two session -combat will be difficult but not a slog -combat will be a part of the story and not feel regressive -combat will be based on the logic of the setting and can happen more or less based on in-game choices and out of game desire to have combat
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