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Proxiss

he/him

5.0

(6)

Timezone

America/new York

Language

English

Identity

Game Designer

About Proxiss

I’m a GM with over 9 years of experience looking to run long-form campaigns in pretty much any system with some depth that isn't 5E. I am fully open to GMing for all kinds of people from all walks of life, and I am very eager to teach new players if they require any help. As for my personality, I'm generally pretty easygoing and open to weird, wacky, ideas that my players might come up with to solve a problem; even if I didn't plan for it. I'm also very open to communication outside of the actual games being run for players that have ideas about what they want to do next session, or if they have some concerns about the current player dynamic if someone feels uncomfortable with something someone else might have done or said. My goal is to create a very open environment for my players so that they feel comfortable enough to talk about possible problems they might have so that I can do my best to solve those problems, because at the end of the day; TTRPGs are all about cooperation and having fun with other people. If someone isn't having fun; I want to do my best to rectify that. As for the systems I'm willing to run; I started out with PF1E, and then later shifted to D&D 5E when my players all wanted to switch to it. I never really took to 5E, and ever since the OGL debacle; I have decided to completely stop running D&D content. I have also tried a few other TTRPGs that include, but are not limited to; 13th Age, Shadowdark, Mythic Bastionland, Call of Cthulu 7E, Mutants & Masterminds, Soulbound, and Zweihander. Systems that I am very eager to try currently include Shadow of the Demon Lord, Worlds Without Number, and Symbaroum.

At a glance

3 years on StartPlaying

Highly rated for: Creativity, Storytelling, Inclusive

Featured Prompts

My favorite system of all Time is

Pathfinder 1st Edition. It was my first TTRPG, allowed for pretty much any idea to become a build, and the rules were built with people breaking them over their knees in mind. I'll always have a soft-spot for the system; feature bloat and all.

When I'm not running games I'm...

Gaming, writing, or coding... Or sleeping; though there's not a lot of time for that.

How Proxiss runs games

I like designing and executing combat encounters more than anything, but I always keep the story of a campaign at the forefront of my mind. I work hard to ensure that my campaigns are balanced experiences of combat and roleplay; with exploration in-between. For combat, I try to employ encounters that require the players to think tactfully and work as a team. Combat is more than rolling dice; it's opportunity for comradery. For roleplay, crafting a narrative that both makes sense and is enjoyable for everyone at the table is obviously very important to me, but I am not unwilling to change plans if things aren't working for one reason or another. I am always managing the thoughts and actions of NPC's throughout the campaign. What an NPC doesn't say is just as important as what they do say. I also do various voices for every NPC; doing my best to remember what each one of them is supposed to sound like. As for exploration and downtime... I typically leave that up to the player's discretion. Some players want to visit every town on the map, craft unique items using parts gathered from slain monsters, and open every door in the dungeon. However, some players just want to get to the next objective; the next story beat. If I find the party is split I'll typically put it to a vote for them to decide, and if theirs a tie; I'll leave it up to chance in most cases. I'm pretty much good with anything in regards to the speed of a campaign. Of course I have to talk about my approach to player freedom as well. I have learned over the years to strike a balance between complete, open, freedom and a railroad with brick walls on either side. I think most people understand the pitfalls of railroading; taking away player agency is boring and sometimes makes players feel bad for trying. However, complete freedom has, in my experience, resulted in players feeling directionless and equally as upset as if I had just told them where to go. So I usually present players with about 2-3 planned paths forward while staying amenable to well reasoned ideas from players.

Featured Prompts

I deal with rules issues by...

throwing the bad rules out, and doing my best Thanos impression.

I once ran a session...

using google sheets for battlemaps. Actually I ran a whole campaign like that.

My favorite trope is...

the NPC that's in every game.

Proxiss's ideal table

Featured Prompts

I love it when a player

asks me questions about mechanics I came up with, and how they could expand upon them. Even if I appear tired in the moment; it really does stick with me in a positive way.

My table is not the place for...

politics, religion, or any form of tribalism that people tend to get easily upset by. TTRPG's are supposed to grant some level of escapism from real-world problems.

Proxiss's Preferences

Game Mechanics

Game style

Roleplay Heavy

Combat Heavy

Dungeon Crawl

Sandbox / Open World

Tactical / Crunchy