Mildew (any/all)
5.0
(6)
Less than a year on StartPlaying
1 game hosted
Highly rated for: Rule of Cool, Visual Aid, Storytelling
Average response time: 24+ hours
Response rate: 100%
About me
> /๐๐๐๐๐โฎ > ๐ฒ๐๐๐๐๐๐๐๐๐... > ๐๐๐๐๐๐๐, [๐๐๐๐]. Hello and welcome! I'm Mildew, a nerd who's addicted to tabletop RPGs. It started out with my friend introducing me to D&D during the pandemic, now I've ended up running more games and more systems. I've always had an interest in storytelling, stemming from my love of movies, shows, and anime. I grew up in a place where tabletop RPGs weren't even in our vocabularyโ an extremely niche hobby. I remember back in grade school we used to play these "paper games", where we made up characters, and make them fight NPCs. No dice, just feels. Now, having discovered the wonderful world of tabletop RPGs, I now have the perfect outlet for all the pent up creative energy I've had. I get to bring in my love for movies and anime through creating dramatic scenes, visualizing them, and finding the right piece of music to go along with it. I get to bring in my love for video games and JRPGs by designing homebrew mechanics and combat. It's just all of my interests consolidated into one. Most of all, I love that collaborative experience, that feeling of having built something together. I look forward to creating a wonderful story with you!
GM Style
๐๏ธ โ ๏ผญ๏ผน ๏ผณ๏ผด๏ผน๏ผฌ๏ผฅ โ ๐๏ธ โ๏ธ ๐๐๐๐๐๐๐๐๐๐๐๐๐. You have narrative control, not just through your character's choices, but by helping flesh the world out as well. I like giving out storybuilding prompts mid-session, and working in players' ideas into the story. โ๏ธ ๐๐๐๐๐๐๐๐ ๐๐๐ ๐๐๐๐๐๐๐๐๐. I want my players to feel like they're a main character in an anime or movie. I frame and move scenes as if it were a movie, sometimes cutting back and forth between scenes. I love creating scenarios where drama can shine, to give players that big monologue moment. โ๏ธ ๐๐๐๐๐๐๐๐๐๐ ๐๐๐ ๐๐๐๐๐ ๐๐๐. I stray away from games that have you tracking the minutia of resources and "realism". I don't go for strict inventory tracking, encumbrance, and all that. I care more about the emotional and narrative impact of these scenarios. So, if resource management is important to the narrative, I'll instead abstract it through a progress bar or a homebrew mechanic. โ๏ธ ๐๐๐๐๐๐๐๐๐๐ ๐๐๐ ๐๐๐๐๐๐๐๐๐๐๐๐. I work hard on the presentation of my games and how it feels. A good setup can work wonders for your immersion. The right piece of music, an evocative background, plus the right narration. I try to make sure that the VTT and the system takes a backseat to the story. โ๏ธ ๐ ๐๐๐ ๐ ๐๐๐๐๐๐. Failure should move the story forward, not grind it to a halt. When a failure is rolled, I either present a complication, offer a success at a cost, or a twist. You might not get what you want, but something will happen and the story keeps moving. ๐ โ ๏ผท๏ผจ๏ผก๏ผด ๏ผฉ ๏ผฒ๏ผต๏ผฎ โ ๐ My main system right now is ๐ ๐๐๐๐๐ ๐๐๐๐๐๐. It's a system perfect for JRPG fans and anime lovers. It's also great fit for my GMing style, as it's rules-light when it comes to the narrative while still being crunchy and tactical when it comes to combat. Other systems I run: ๐ ๐ ๐๐๐๐๐ ๐๐ ๐๐๐ ๐๐๐๐ (CBR+PNK, CASE&SOUL) ๐ ๐๐๐๐ ๐๐ ๐๐๐ ๐๐๐/๐๐๐๐๐ ๐๐๐๐๐๐๐๐๐๐๐ (Mausritter, Liminal Horror)
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Mildew's Games
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