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Cost Per Player
$20.00
Mami Pierre

Less than a year on StartPlaying


About me

A little about me. The name Mami (mah’mee) is my rpg gaming name. I am an African American Transwoman (I'm mainly of Bontu ethnicity, though my ancestry also includes Iberian, European and Asian ancestors). A Professional Referee, US Army Veteran, parent, videogame player (mainly third person shooter games), role-player, wargame player, of the LGBT community, and much more. A native of California, my goal is to bring joy and entertainment running tabletop role-playing games (ttrpgs). I wish to dedicate my life to working with the hobby I have loved since I was a child any paid games, I run helps me to be able to provide the best gaming experience I can. I am a Dungeon Master/Game Master that has been running games off and on since the early 80s. I like many referees began my gaming as a player. The first game I played was Champions (1st Edition, by Hero Games). I went on to play Advanced Dungeons and Dragons (1st edition), then Marvel Superheroes (Basic Set). Within 6 months I began running games as a DM for the Dungeon and Dragons (Basic set, the red box). As time went on, I would delve into many games from different publishers. I have played and run an assortment of tabletop Roleplaying games in the many years leading to our present time. I have played or ran over one hundred different games in my lifetime. I tend to run games rather than playing as a player. I just love to run games much more. But I will play in games from time to time if the GM/DM runs a balanced game of Roleplaying and combat (or leans more to roleplaying than combat). The players of a game often give me much information about the referee. I know that referees with great imagination, a good understanding of their games rules, setting and campaign, and the ability to referee a game with a variety of player types is often easy to find based on the entire troupe of the game (the players and referee). These traits are also what I strive to keep in my own game as it is the type of game/groups I most enjoy. When it comes to gaming rules, I tend to stay with the rules as written more than some heavily modified homebrewed game. My reason is to have games that a player who has taken the time to learn the basic rules and setting can easily join any sessions I run. My goal in ttrpgs is to dedicate my time to running games, teaching games, and entertaining players. I do not like power gaming (but I understand some players need to min/max their characters) this is just not my style and I often restrict my players from meta-gaming. When it comes to running campaigns, I always try to mention all the important information players need to create characters and help players with developing their backstory prior to the first session. All my games are LGBTQI+ friendly. Every player must be respectful to one another (including to the GM). Discrimination, harassment, bullying/trolling, etc on anyone for whatever reason/excuse is not allowed in my games. This carries over to communications outside of gaming. Real world politics and religion is not allowed in my games as well. These general rules are a part of all my games. If you play in any of my games, prior to character creation and your first session you are required to read the Code of Participation, Referee Expectations, and Player Expectations. These are all house rules that are enforced at all time. My goal is to make the game sessions I run entertaining and enjoyable for everyone regardless of our differences. Gaming in my opinion is a place for fun. I run Paid (full length Campaigns) and some free games (usually for one-shots, tournaments and/or a short adventure that usually will not run beyond a few sessions). The funds help offset the gaming expenses and keep business running. Online I use Roll20 for my gaming, using all the features for a Pro. I also include music, tokens, dynamic lighting, etc. If a game is a Paid game, it will be listed as well as the Fee amount.


GM style

One of the best ways to understand a GM is by reading about how they referee a game. The following is how a referee most of my games (though note that I vary how I referee on the game setting and player desires within a campaign (I am able to adjust and compromise). That being said my natural gaming style is reflected in well in how I ran my Anima Beyond Fantasy Game (a point by game system). As everyone knows, being a referee is not an easy task. Besides the story, npcs, rules knowledge and interpretations. Sometimes the most difficult task of being a GM is the same difficulty players are likely to run into. I am sure if you have had any gaming experience you have run into the variety of players and GMs that exist. In truth they are as varied as people are unique. Not every player will like how every GM runs their games. I think this is the most often overlooked aspects of gaming. Players and GMs alike are so anxious in getting into a game they often don’t take the time to see if everyone expectations on a good game will integrate well. That being said I think it is only right I tell you a little about what I am like as a referee and player. The Q&A: The main reason I love to play role-playing games the stories created by the group and individuals, especially when surrealism is a constant theme. As a player I try and find enjoyment with a character that I get involved with then cooperate with the group to try and make the best collaborative story I can help make. Fun is the goal in all the games I play, which for me is brought about by story immersion and sharing. From a player perspective I never try to modify the set rules of the game. As a referee I try to stick by the original rules of the game and version in which I am playing. If I change any rules it would have to be because of problems encountered during game play. Changing rules is something I just often reluctant to do. I prefer working with the rules as written, it just makes things easier for not only my running of the game, but also of introducing new players to my game who have read the rules. These players know the rules and can just concentrate on making characters and playing. My favorite to least: Adventure, Mystery, Horror, Comedy and Romance. I like to mix things for variety. Rather as a player or ref I don’t think reality just places things/ situations that we can apparently deal with on our plate. Reality causes a person to analyze situations and react appropriately or inappropriately as they will. With that being said, I do try to always keep in mind the current power level in all sessions. I wouldn’t like a game where all I did was get beat up and lose, or die each and every session. I just think players should always be prepared to know when fighting is futile and another solution would be the wiser. There are plenty of ways to win, and sometimes a person must lose to learn how to win. Challenging characters is always my goal when designing sessions. I make characters with concept in mind (always). When designing sessions or running a game I keep concepts in mind. Concept keeps me on the tracks and the end result is often characters that others find relatable. I hope that helps you understand how we may be similar or different (neither is a wrong way to enjoy, in fact all have positives and negatives). Running games requires a lot of forethought and preparation yet, as we all know players have a tendency to throw wrenches in session outlines. I am able to adjust to the player's actions in a game which I understand the setting/ rules fairly easy. Freedom of choice is important and designing a game that has good plots, sub-plots, antagonist and supporting characters are important as well. I try and have a planned beginning. The player’s characters and backgrounds help me to try and develop the rest of the story from beginning to end. I need to ensure new players understand this information clearly. When I create a campaign, especial for point based games, I try to create a game that is going to be challenging and as surreal as possible. I know many are not used to that, but it is pretty much how I run all my games. (Not including Hackmaster, which is a different beast entirely.) In this campaign do not assume you are restricted to a certain location (Like Los Angeles, or the Downtown area), this would be self-imposed, not GM limited. I designed this game to flow with the players as well as flow with the events, setting, and campaign. When I create NPCs, you can bet many minor NPCs will have point cost less than the stating PCs! Yep that is right. The "shadow demon” is less than a third of a 100-point character PC. Remember, I did not tell any of you the names of the creature. Most of the unknown soldiers that assaulted the police department and the ones some of you have seen in the darkness from a far. Are each less than the "shadow demon." The equipment of said soldiers are not something to laugh at. You might think I am giving you all access to hell of weapons to even up your ability to survive encounters with the "enemy." But, trust me I am using what I think our likely things that could always happen at the back of my mind. I don't give anything for free, you will find that in the end, what you get you have earned, and usually though sweat and tears. How do you fight against a superior foe, what you use to do it, and where you battle them will often be decided by the party itself? Foolish actions will "HURT!" It should be expected. In-party fighting to a limit is good, if it gets out of hand, the likely result will end in the enemy being able to easily crush you. The party will need to think, be logically (realistic), not Meta-game, role-play and figure out what they need to do to survive (initially) and then to turn the tide, assimilate, or die. It is really that simple. I will not make things easy for you, nor will I allow players to stretch what they are capable of or should know. You each created your characters and now you must use what you have and lend your strengths to others and lean your weaknesses on your "friends." If you want hack-n-slash, and I am not creating a game just to torture and kill players. I run games for a mutual enjoyment of group storytelling and adventure. I don't allow players to do anything they think of or want (if their character is incapable of the task). I don't just through cannon fodder at the players so they can run around enjoy destroying and killing everything as they a mass experience points. I do not allow meta-gaming, and I frown on power gaming, yet I understand why others may like it, so I do try to do some compromising when I can. In my eyes the GM is actual non-existent. Characters don't get an added voice to tell them that is a bad idea (yet sometimes I do think some characters would have thought of something their player has not). I also don't think the characters know everything a player know (yet they do have the same knowledge at times). I am neither on or against your characters (yet I do understand the time it takes to create a character, I do try at times to offer some chances; like the token system which allows a buffer against the fate of dice or the scene description's limitation as given by a gm). I will not try to outright put PCs in a situation that would lead only to certain death. Oh, I may make it seem that way, but trust me there are usually outs (though they may not be obvious, and some I haven't considered. I will give warnings at times (thought this is less often as time goes on). I will always try to think would the PC know something else the Player has not mentioned (if I do I will ask for an IQ test, success I tell you what I though your character would think about, failure means I will not say anything concerning such thoughts). I will not stack the odds in the players favor to win when they do something that is not wise, careless, or obviously dangerous. Yet, I also will try to make sure I leave a way for players to exit a horrible situation (not necessarily undamaged; what is the fun in that). This "out" may be having a window of allowing the players to see the better part of valor and freaking run or exit stage right when they can. I will set up situations where the players easily triumph over the challenge (or challengers), somewhere it’s a little less or easier, and other times where it is outright difficult or impossible. Players must recognize sometime during the situation (hopefully sooner than later which situation they are in and act accordingly). I run mature type games, I am not here for you to boost my ego (by just defeating you all at every turn or killing), nor am I here to brush anyone else ego. If this was what you were looking for, I am sorry to disappoint. If you have never encountered someone like me as a referee, I encourage you to stick around longer. You will see in time; your characters will have a mixture of challenge levels an experiences. I want to put players on the edge of their seats (at times), make you laugh at others, make you feel other emotions (with you character at others). This is my goal. I can't promise you your character will survive, you in the end will probably be the one to make or break your character. I just present situations, you as a group or (if you are crazy enough to explore on your own; lol) will be the ones making the decisions as far as how you react to each situation. I won't tell complaining players that they have not found treasure (additional equipment), because they keep leaving behind the opportunities as they are presented. If you ever find a powerful item (lying in the middle of no-where and not being used/ carried by the owner, there is a high chance that there is a reason you have not discovered or figured out the reason to why you are finding such a thing. Most powerful items will not be laid at your feet, when you get the chance though, if it makes sense for your character to take the opportunity you should. If it does not, you should not. You may get the item and lose Bonus Points because of either (failure to role-play your character, which you designed). Besides that, you might need that two or three episodes down the path. also be mindful that you do think of getting the right thing in the right person hands (if that is something your character would do, if your character is the greedy type, who only looks out for himself; I will expect you to play that consistently.) In the end, my hopes are to leave you all with a great experience with other people playing in a fantasy world I created and you each help bring to life. Thank you so much for reading this,


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