Alice
she/her
5.0
(1)
Timezone
Language
Identity
About Alice
I am a game designer and content creator at FEYPOP. I have been running games and gaming groups for nearly a decade. Now, I'd like to run for you! My focus is on experience design and emotional storytelling. Whether it's roleplay or combat, scenes should evoke a feeling and push the story forward. As a member of the LGBTQIA+ community with disabilities, I believe good design works for everyone, no matter who they are. My tables are inclusive for anyone regardless of their identity. For me, exclusion would be immoral, hypocritical, and frankly, quite silly. My design credits include several rules-lite storygame systems as well as Good Time Game Tools, an all-in-one portable consent tool for inclusive in-person play (now featured in the TTRPG Safety Toolkit). You can learn more about me and my work at https://FEYPOP.com.
At a glance
Less than a year on StartPlaying
Highly rated for: Sets the Mood, Creativity, Storytelling
Featured Prompts
I got started GMing...
in college, when I saw the change storygames made in people's lives. Everyone has a hard life story. I've seen that games do help. Play brings community. Story brings catharsis. Heroism brings confidence. Sometimes, one small moment in one silly little game can make a difference.
My favorite books are
Sci-fi & fantasy: Hitchhiker's Guide to the Galaxy, The Color of Magic, Gideon the Ninth, Alice in Wonderland. Design: The Elements of Typographic Style, The Design of Everyday Things, Don't Make Me Think. Intersectional feminism: Whipping Girl, Bad Feminist, Gender Trouble, Hood Feminism.
When I'm not running games I'm...
Making them! I'm an independent game designer and content creator at FEYPOP, focusing on narrativist feeling-first rules-lite novel design. I like the theory and practice of storygames. That's a long way of saying, I think and talk about games a lot.
How Alice runs games
I love storytelling centered around emotional beats. Whether it's a roleplay scene or a dramatic fight, I like encounters to mean something and move the story forward. To me, design is about evoking a feeling. I love thematic centerpieces and character arcs.
Featured Prompts
My games focus on...
feelings, story, themes, and arcs, echoed in encounters. If you spend a campaign learning what's worth fighting for, by the time you get to fight the big bad evil guy, you should feel that pride well up inside you. Anyone can be brave, for the right reason.
When it comes to voices
I'd rather spend time on what they'd say, how, and why they'd say it, than try for bad accents. Wizards needn't be high-class British, but they may use fancy words and elaborate sentences. If a farmer doesn't want any trouble, she'll keep it brief.
Alice's ideal table
Actors, Explorers, Instigators, Storytellers, and Thinkers will be quite at home, but a mix is always welcome. Power Gamers, Slayers, and Watchers will have fun, but it might not be the crunchiest tactical time.
Featured Prompts
I am for a vibe that's...
whimsical, wondrous, silly, heroic, casual. I want tables where new players feel welcome to learn and worlds where players (and their characters) want to explore. When things do get scary, tragic, or dark, that should be felt as a real, notable stain on the world worth fighting.
I think it's a red flag when players...
use AI, don't give each other a chance to contribute, or don't engage in the world or the story. It's cool to care, and what you put in, I will do my best to reciprocate.
I think min/maxing...
is totally fine, to make a character who happens to have a stronger build with legal rules! But if I ask who your character is and what they want, and you can only talk about stats, this is not the table for you. Characters deserve thoughts and feelings, not to just be hollow combat puppets.