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1 year on StartPlaying

30 games hosted

Highly rated for: Storytelling, Inclusive, World Builder

About me

Greetings Puny Mortals! I am The Great and Terrible NecroMage and I have been a professional game master for several years now. I enjoy running systems where the rules are there to facilitate roleplaying first and foremost. For me, the joy of this hobby is the people around the table. My games are always LGBTQ+ friendly and I do not put up with bigotry of any kind.

GM style

Roleplay: Role-playing is the crux of this hobby for me, and as such I tend to structure my games in ways that encourage and enable players to act in character early and often. In my games you can generally expect: - Weird, wacky NPCs with big personalities and distinct voices. - A fiction-first mindset towards character interactions and diplomacy related skills. (e.g. High rolling dice won't turn spoken words into mind control.) - A "Yes, and" attitude towards players' interactions with the world and its denizens. - Lots of opportunities for small character moments, such as shopping, quiet moments during travel, or nights settling down in an inn or by a campfire. - NPCs that have their own agendas, whether opposed or aligned with the players, and will act off screen if the players aren't around to influence their plans. Combat: Most systems I run either have very light combat rules that get out of the way to allow role-playing to continue quickly, or are deep, chunky, tactical systems where mechanical customization and tactical play can stand out as the game's main appeal. Either way, when it comes to battle in my games you can generally expect: - Meaningful encounters. I don't rely on random encounter tables as even when just doing a fight feels appropriate for the flow of a game, I want those encounters to make sense for the story being told and potentially tie into the greater narrative. - Enemies that behave according to their character, using tactics, being fearless or cowardly as appropriate, and not every fight necessarily being to the death. - A decent challenge. I try to make most fights I run something actually threatening to the players, as I feel that if the players can't realistically lose, why bother playing out the combat at all. - Easy mop ups. When it is clear that the players have won an encounter, I don't think it's to anyone's benefit to stay in initiative order to shoot through a restrained zombies last 5hp from a safe distance over another 3 rounds and will call the fight, letting players decide the final moments of battle narratively.


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