Isaac
he/him
5.0
(5)
Timezone
Language
Identity
About Isaac
I began GMing around 5 years ago - and it turned out to be one of the most wonderful things I have ever done. What started as a small outreach to players on Reddit grew into a thriving creative outlet, and a way to connect with wonderful people across the world. I have always been a creative: I loved writing stories and poetry as a teenager. But nothing was quite like the spontaneous explosion of chaos, emotions, laughter, and good times that the table could bring. For the first time, I felt the power of creative collaboration; an idea I had in my head, iterated on by others until it took on a unique consciousness all of its own. I first began playing D&D 5e, and was a GM for multiple campaigns and oneshots. Over the years, however, I have found Blades in the Dark offered more creative freedom when it came to matching the character concept a player has in their head to the actual game mechanics. It also matched with my propensity for the macabre... As such, I have now run multiple short Blades in the Dark campaigns, and my players have said its my best work yet.
At a glance
Less than a year on StartPlaying
Highly rated for: Creativity, Sets the Mood, Storytelling
Featured Prompts
My favorite shows/movies are
I recently watched Arcane and I'm still not over it :')
The three words my players would use to describe me are...
narrative-driven, lorekeeper, immersive
When I'm not running games I'm...
watching video essays or making clay sculptures of little guys
How Isaac runs games
My games are focused, story-driven experiences where atmosphere and drama take centre stage. I love building worlds that feel alive; full of tension, dark mood, and cinematic moments. I craft deep and thoughtful NPCs and factions for you to fall in love / hate with, and I'm not against doing a silly voice or two. Roleplay and player choice drive the narrative, and while combat is not as common, where it does occur it is meaningful. Every fight carries emotional or narrative weight, and its outcome can change everything. I build plot hooks and storylines around player backstories, to entwine your character into the narrative and set high emotional stakes. As a player, your creative freedom comes first, within the context of the themes and narrative of the story. Therefore, my games are never 'sandbox' experiences - I don't use random encounters or tables, instead everything flows from the fiction of the world to your character and their choices. Whether my games are gothic horror, heroic adventure, or small-town shenanigans, I aim to create a safe and inclusive table for all. Especially when running horror games, it's important to me to use saftey tools such as Lines and Veils, and create an open dialogue with you around content and consent. Racism/sexism/homophobia has no place at my table. Overall, I am trying to evoke a TV show where none of us know how it's going to end, and one where you just NEED to see where season 2 takes us.
Featured Prompts
Rules are...
incredibly important, but I'm not afraid to throw them out if they don't serve the table
When it comes to voices
silly voices welcome!
Isaac's ideal table
My table welcomes people of all experience level and background. Players that suit my table typically like exploring their characters and the world, thinking about the story, and are creative!
Featured Prompts
I think metagaming...
is just another word for dramatic irony
My table is not the place for...
people who want tactical, grid-based combat