Mitchell
he/him
5.0
(7)
Timezone
Language
About Mitchell
Hello! I've been playing ttrpg's for nine years now and I've always been a forever DM. I love it of course. I predominantly use homebrew worlds and campaigns, but have been branching out into some of the Daggerheart campaign frames for some shorter series. I've played mostly D&D, but have fully dived into Daggerheart and also been using some fusion of the two for ongoing campaigns to test drive rules and the feel. I write a lot in my free time and I love incorporating players backstories into the world for crazy plot reveals and more interesting dynamics and stakes.
At a glance
Less than a year on StartPlaying
Highly rated for: Creativity, Storytelling, Voices
Featured Prompts
I got started GMing...
When my sister bought the Mines of Phandelver starting pack and decided I was the only one creative enough to be GM. I had to learn the rules in less then an hour then run a session with all of us being complete newbs! It went as expected, but we enjoyed it a ton. After that I knew I was hooked.
How Mitchell runs games
I am very big into roleplay and player freedom, the game is all about the story and the feel though so I try and play in a way where everyone feels satisfied with the conclusion. While historically I only preferred combat when absolutely necessary, the inclusion of the Daggerhear combat style has helped me make combat far more engaging and action pakced, while also be faster paced. As for themes, I'm known for my grimdark and horror campaigns, but high fantasy and political intrigue are also something I like to do. High stakes, epic battles,cool magic, and great NPC's are all ways I try and make campaigns awesome and gripping.
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I prep by
Writing tons. I flush out all my worlds as best as I can so that they seem as full and incredible as I can. Then I don't look at my notes a single time and make up everything as I go because I hate interrupting play with checking notes or reading things verbatim!
Rules are...
Made to be viewed as intended, not as ways to break the system. They aren't laws of physics, but guidelines to help keep the game a game and not just playing pretend.
Mitchell 's ideal table
I prefer players who are really into creating a good story together. The table should be a comfortable place to be uncomfortable. I like players to squirm at what's going to happen next and to constantly be disappointed that we have to stop playing. As long as a good attitude and a general understanding of how we all want to play the game is brought, everyone can have a good time.
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I think metagaming...
Should be kept as minimal as we can. Understanding the rules or what weaknesses a monster might have due to experience isn't something we can help, but playing to your character's knowledge will always be appreciated. Of course helping newer players know what spells or abilities is always ok!
I think min/maxing...
Has a place. Specialization is something I encourage my players to do, because more often then not, being a generalist just means your bad at everything. But it has its limits and the goal should not be to test those limits.