
Joel Borseth
he/him
4.8
(13)
Timezone
Language
Identity
About Joel Borseth
I’ve been a GM for D&D games with friends, for volunteering and work for over five years both in person and online. I have recently become a GM through StartPlaying and looking to bring a variety of games to a variety of people in a variety of different ways! I have a passion for creating worlds through my own writing but also helping people make their own worlds - I love nothing more than to help someone create a setting and become a player in a crafted experience they always wanted to be a part of. My first experience of playing D&D was playing at my local college and having my character being killed by an animated plant two hours in. GM of said game ended up being the best man at my wedding – another aspect of these games and being a GM is the collective crafting of stories and friendships along the way. Rest assured, I do not run games as brutally (unless you are into that sort of thing!).
At a glance
2 years on StartPlaying
117 games hosted
Highly rated for: Storytelling, Creativity, Sets the Mood
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I got started GMing...
At first, for a volunteer D&D group locally, and then took my skills I learnt as a Professional Game Master after a year of running those sessions. I've also found that with my background in Mental Health Peer Support that in D&D games it really, really helps people de-stress from life pressures.
My favorite shows/movies are
Battlestar Galactica, The Expanse, The Last Kingdom, Game of Thrones (minus later seasons). I really like the blend of a setting with lots of rich lore but still keeps a really good focus on its characters. Undoubtedly part of what inspired me to be a GM and my style of running games!
The three words my players would use to describe me are...
Patient. Inclusive. Dedicated.
How Joel Borseth runs games
Depending on how many sessions are planned, if I can offer it, I love to provide a sandbox and let players explore and discover interesting hooks and nooks off the beaten track. If using supplements or established settings, I am not against veering the narrative off if I think that will bring more enjoyment and satisfaction to players (within reason). Overall, I usually like to follow the ‘rule of storytelling’, no matter how wild that might take things. In regards to actual mechanical rules, I like to stick to ‘rules as written’ most of the time...though I'm never against skewing things to make an interesting combat moment or a narrative beat! Before the start of any campaign, I always establish with the players what they want in regards to rules so there’s no unexpected discourse from debating rules or playing styles. I will make adjustments to less established systems if I can think of alternative rulings that are just simpler and more fun for players - but I will make sure to discuss and notify this with players. I've found this to be especially useful when bringing in players new to roleplaying systems who often jump in mid-campaign.
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I deal with rules issues by...
Most of all, carefully. We have a mature and open conversation, often casting a vote by all players on a ruling one way or another. Then that ruling is then how it goes from then on for the campaign. If there's a rule issue that may end up in a character death, it is done with utmost care.
My games focus on...
I do put more focus on story to drive campaigns, I want to try to have the majority of combat actually have stakes from narrative beats that are determined from player actions. I also want players to feel they can use all of their character's skillsets when I can, even for the more unusual builds.
When it comes to voices
I'm always doing voices for different characters! I believe that I excel more with the more absurd and chaotic character voices and I won't shy away from using a little bit of voice modulation here and there to emphasise the more otherworldly beings. Though I try not to rely on such tools.
Joel Borseth's ideal table
Generally very honest, very open and sometimes a bit chaotic. I'm always down for a silly tangent with actions in game with the stark contrast of really serious tension when the stakes come down to a wire in the sessions I run - and for people to take such stakes as seriously as they can (not to say players can't crack a joke to diffuse the tension though!). I also really adore a table that is not afraid to challenge me about rulings or how I run the sessions for their enjoyment. For example, I have a tendency to run my sessions pretty quickly in terms of narrative (so players don't feel stuck not doing much session to session), but had players request more chances for Short Rests to be incorporated into the narrative for their characters, which I have taken on board to try and facilitate that. Above all else, I welcome players that are willing to be engaged in open and frank discussions about all elements of the campaigns they're in.
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I am for a vibe that's...
I am facilitating a narrative game, that is often challenging, but never 'GM' vs 'Players', unless that is something the players want from the start. The table vibe is sometimes very silly, plenty of laughs and always a safe place to open up (often to make sure there's no triggers for anyone).
I think it's a red flag when players...
Don't read the campaign listing or notes. Also not communicating about about issues they have with the game. I can and will listen to feedback, and will make changes, but I have to hear it from my players to do something about their preferences - and sometimes to see if they missed some notes!
I think metagaming...
Is unhelpful for players. GMs sometimes make minor, permanent adjustments to monsters in a campaign for many reasons even in a 'RAW' game - players can be perplexed why a GM didn't do a certain action with that monster, or has access to a new action. I understand it can't always be helped though!