
Andrew
he/him
5.0
(5)
Timezone
Language
Identity
About Andrew
I starting playing tabletop games back in college, and my very first session was as dungeon master - after the person who'd offered to run our first game flaked on us, I rolled up my sleeves and did it myself, and I've been both playing and running consistently for the 15 years ever since. I've run in person and online, home games, at clubs, and in west march servers, in a variety of systems, though I prefer systems with a robust mechanical foundation. I like to have and know the tools and rules at our disposal, which makes it easier to know when it's time to bend them in service of the story. I've also dabbled in homebrew and system creation over the years, though only ever on a personal basis.
At a glance
Less than a year on StartPlaying
Highly rated for: Inclusive, Knows the Rules, Teacher
Featured Prompts
My favorite system of all Time is
Pathfinder 1st edition, specifically with either the spheres of power subsystem, or the dreamscarred press 3rd party library. As someone who doesn't like vancian casting as a player, 1st party only doesn't leave many options.
How Andrew runs games
I like crunchy mechanical systems, though I like to mix it well with a healthy amount of roleplay. A game and character's mechanics are as much an expression of the player as their backstory and personality is, and I endeavour to let the players actually use what they've made. While I aim to challenge, I don't go into combats with the aim to kill the players, and especially for players new to the system or their characters, I tend to be generous with leeway to fix mistakes, or with advice should they want it. Ultimately, the rules and the combat are in service to the story, and weaving a satisfying narrative is the priority. Sometimes that means bending or even breaking the rules, and sometimes it means pushing the players and characters to their limits, whatever suits the situation. I want my players to be invested in their characters - the ideal situation is for them to have ties to the world and each other that they can start from and build off, and that I can weave in as further threads, without giving too much to any one person. I don't tend to force rp in combat - I wouldn't stop people who want to, but combat is the biggest time sink in most systems, and I prefer to keep things moving at a good pace than bog things down with describing the twelfth sword attack on the same monster in fifteen minutes. Unless the moment calls for it.
Featured Prompts
My games focus on...
narrative and storytelling, heavily supported by combat and mechanics. The story always comes first, and the mechanics are a tool that should support and synergise with the storytelling, rather than get in the way of it.
Andrew's ideal table
I like to keep a relaxed atmosphere at the table - paid or not, a game is ultimately meant to be fun, and an oppressive authoritarian dm does nothing to help that. I prefer to have people who build fun, interesting builds over raw power - if you just want to test how big your numbers will go you won't be satisfied.
Featured Prompts
I think min/maxing...
isn't inherently wrong, so long as everyone at the table (including the dm) is on-board. The exact power level of the party isn't important, so long as all the players are at the same general amount.
Andrew's Preferences
Game Mechanics