
Pat Luther
he/him
5.0
(6)
Timezone
Language
Identity
About Pat Luther
I've been a Dungeon Master for almost 50 years, starting with the boxed set when I was ten. I've played and/or run a large number of systems, from the well-known to the obscure, though I keep finding myself back with D&D or Call of Cthulhu. I've DM'd for players of all levels of experience, from none at all to decades. I like a narrative format and being creative in figuring out how to fit what players want within the rules of the game. I've run games on virtual tabletops since before the pandemic. I'm also a published science fiction and fantasy writer, and use that same creativity on the games I run, whether I've written them myself or I'm running a published scenario.
At a glance
Less than a year on StartPlaying
Highly rated for: Creativity, Storytelling, Inclusive
Featured Prompts
My favorite shows/movies are
Babylon 5. I'm in the middle of yet another re-watch now. Firefly. Star Trek. I grew up with TOS. Casablanca. Orange is the New Black. Love its combination of dark humor and social justice themes. Robin Hood. Both Errol Flynn and the animated Disney version.
My favorite system of all Time is
Call of Cthulhu. More for the ambience and the style of games it facilitates than just the mechanics, though I do like the emphasis on a range of skills as well. I also find Savage Worlds to have a nice blend of versatility and simplicity.
When I'm not running games I'm...
Writing. Volunteering with archaeologists. Building & flying drones.
How Pat Luther runs games
I like a story-driven game, with events tied into characters' backgrounds and personalities. A good mix of both role-playing and action/combat. Combats do not need to be super tactical war-game style, but I do like using the environment where a combat takes place to provide both hazards and opportunities. I like to present mysteries and prefer players who will be interested in figuring them out rather than just rushing to the next thing to kill. I like cinematic description and personalized spell effects. For example, I'm more likely to say "The wizard spreads his hand and three tiny glowing orbs fly forward, zip around your shield and slam into you," rather than "He casts magic missile." I am not super-lethal as a DM, but most of the time violence ensues death is a possibility, however remote. You may not recognize every creature, item, spell, or magical effect you encounter, so my games may be frustrating for those who like to use their knowledge of the books to metagame. (But a lot more fun for those who can let that go!)
Featured Prompts
I prep by
Making maps, NPCs, encounters, flow charts, handouts, ahead of time. In-person it's easier to wing all these things, but on a virtual tabletop like roll20 it all needs to be set up in advance for the game to run smoothly.
My games focus on...
A combination of action, adventure, combat, role-play, story, setting, and mystery. I like conspiracy theories and hidden truths and those themes often find their way into my games. Player agency: I'll create the situation and the world, but where it does is up to the players.
Rules are...
Good guardrails for keeping the game balanced, fair, and not completely out of control. Also fun to stretch them. There may be no "cut the rope, swing on the chandelier down to ground level and stab the bad guy in the back" rule, but all those things can work within a ruleset.
Pat Luther's ideal table
I love having players who: - Like to stay in character. Make decisions based on what their character would do, even if it's not the most efficient or powerful choice. - Try cool things even if they don't know a rule that'll cover it. - Don't metagame too much, or insist that their expectations of how a monster will act is the only correct one. - Follow up on clues. Discuss them in character. - Are more likely to talk to an NPC or even a monster rather than just kill them and take their stuff.
Featured Prompts
If you're into ___, you're going to love my table
Conspiracies. Mystery. Surprises. Player character-driven plot.
I love it when a player
Tries something cool despite not knowing a rule that would cover it. Adds world-building details. Engages with their background and brings it up even when it's not part of the immediate plot.
I think metagaming...
Can be super annoying when done too much. Especially because a lot of NPCs, items, or magical effects aren't going to follow the rules you expect them too, so if you insist they must you're going to be disappointed. :)
Pat Luther's Preferences
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