Freshness DND
he/him
5.0
(1)
Timezone
Language
About Freshness DND
I have been playing tabletop RPGs for over ten years. I started in a homebrew Rolemaster campaign written and designed by my father. The campaign was written exclusively on paper and pencil. The entirety of the campaign was over 900 pages of notes and maps detailing a rich and vibrant world. After the campaign concluded, I began to DM D&D using adventure modules and 3.5 edition for several years while working on my own world and campaign. Once the campaign was finished, I started to run in person groups through it to play test and enjoy my creation. Over time, I have perfected the campaign into something truly magical. More recently, I have moved the campaign to a virtual setting. I began with theater of mind and found it lacking over video and voice chat. As a result, I transitioned to maps and Foundry VTT. I use complex and high-quality maps made with Wonderdraft and Dungeondraft using Forgotten Adventure assets to produce a memorable and breath-taking experience. My goal as a DM is to make the best and most memorable experience for my players.
At a glance
4 years on StartPlaying
How Freshness DND runs games
I roleplay in the first-person using body language and voices. I provide descriptions in third-person for both NPCs and players in both exploration and combat. I provide rich lore and depth that is overwhelming but made digestible through the campaign’s novel like feel. I believe in a structured sandbox environment with over arching story lines to drive players towards common goals while having freedoms to make independent decisions. Each player character is encouraged but not expected to have a well-designed backstory that can be explored further. These unique story arches provide an immersive feel to your characters beyond what is solely provided by the DM. The choices your characters make throughout these story arches have a direct impact on the progression and outcome of the campaign. Combat is important within the campaign and will have consequences. I have played in many games where combat is random and doesn’t necessarily lead to anything. In my games, this does not happen. Players choices during combat have a direct impact on the outcome of the campaign. Combat encounters are not pre balanced to the players levels. If you decide to venture off to fight a challenging creature then you will be met with that challenge. It is not uncommon for player characters to die. Regarding experience, players will be rewarded with items and experience based on the challenge the creature posed to the party.