Forrest
he/him
5.0
(1)
Timezone
Language
About Forrest
I’ve been playing and running TTRPGs since I first laid eyes on the Dhngeons and Dragons box set back in winter of 1979. I like to plan adventures and strategies to test the limits of the PCs, but I run my games as a fan of those characters. I want to challenge them with the very best that their foes can muster, but I want PCs to do cool things and succeed as well as they can.
At a glance
3 years on StartPlaying
Highly rated for: Creativity, Inclusive, Teacher
Featured Prompts
I got started GMing...
because I was the first person I knew that played. So, I learned to play and run at the same time. I run 4x-5x as much as I play; I find the challenge and thrill of creating a compelling campaign and working with my players to craft something unique too compelling.
My 3 systems I'd bring to a desert island would be
Selected for versatility, analog capability, and solitare-suitability. I would choose Shadowdark because it’s streamlined & works well as a solitary system. I would also choose D&D5.5 because of my familiarity with the system. Finally, I would bring the Mythic Emulator to use for solo play.
My favorite system of all Time is
impossible to pick, because a game system need to fit the story and the table. Do we want to tell stories about folk heroes or super heroes? Do we want to test characters or players? How lethal do we expect the game to be? By answering these questions, we can pick correctly
How Forrest runs games
I design situations and let the PCs decide how they interact with those situations. PCS can choose to to fight, flee, or finesse their way as they please. I enjoy running cinematic combats, but I also like social encounters and I dig exploration. I try to prep so that I can accommodate most PC actions to provide a sandboxy feel even in limited-scope adventures.
Featured Prompts
I once ran a session...
that involved the PCs fighting on the back of a dragon while is was flying over their own city trying to durn it to the ground. A huge dragon mini, some tacky blue putty, and we were off.
I prep by
following these three steps: 1. Character review - who the characters are, what they want and have, & what they can do. 2. Secrets/clues/lore - what do the PCs know & what can they learn? 3. Situations - who wanted what, who is doing what, where are they, & what’s around? Then I turn the PCs loose.
Rules are...
our shared understanding of how the gameworld works. Changing expectations without a discussion is not cool. Making case-by-case exceptions to expectations to accumulate brilliant, valiant, or comedic decision-making is **always** cool.
Forrest's Preferences
Systems