Richard D Cameron III
he/him
5.0
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Timezone
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About Richard D Cameron III
Hi there! I’m Richard Cameron, a veteran Game Master and Executive Director of Role Player, a North Carolina nonprofit that uses tabletop storytelling to build community and creativity. I’ve been running games for over a decade across multiple systems, focusing on immersive stories, memorable characters, and player-driven choices that make every table feel alive. I have been telling stories and writing narratives for even longer. I graduated with a degree in English with focuses in Journalism (I was the editor-in-chief for my college newspaper) and Creative Writing. Telling stories and crafting narratives are something I find important. I specialize in creating games that balance narrative depth and approachable fun. Whether it’s introducing new players to the magic of roleplaying or giving veterans a fresh challenge. My tables are inclusive, collaborative, and flexible to player comfort and tone. Expect laughter, emotion, and a story that responds to your decisions in real time. I regularly run and teach: Daggerheart Pathfinder 2E Starfinder 2E Avatar Legends and (when requested) D&D 5E If you’re looking for a session that feels more like shared storytelling than a scripted quest, I’d love to have you at my table. Whether you’re here for a one-shot or a long-term campaign, adventure awaits; wherever there’s a table.
At a glance
Less than a year on StartPlaying
1 games hosted
Highly rated for: Creativity, Storytelling, Knows the Rules
Featured Prompts
My favorite books are
The Silo series and Sand by Hugh Howey. I love stories about fragile worlds and resilient people. I grew up devouring The Hobbit, every Goosebumps book I could get my hands on, and Hitchhiker’s Guide to the Galaxy. Together, they taught me to mix wonder, weirdness, and heart in every story I shape.
The three words my players would use to describe me are...
Imaginative. Patient. Chaos-tolerant. I welcome chaos and players that want to "break" the system. As long as it doesn't disrupt fun for my other players, I am all for it!
When I'm not running games I'm...
Running a TTRPG nonprofit to bring games to those that wouldn't otherwise get the opportunity. We cater to kids in protective care or hospitals and elderly in retirement homes, but we also just love our games and are trying to do more and more as we grow.
How Richard D Cameron III runs games
First and foremost, telling a memorable story is what matters most. And it takes a team effort. I will bring a map to the table, but the players bring everything else. The backstories and the decisions the players make shape the world around them and will determine which was the story goes. I grew up doing theatre, so "yes, and..." (obviously within limits) is always my go to. Rules as Written is very important for a baseline, but Rule of Cool can beat RaW when it helps the story/makes for a really memorable moment. Currently, I am running games as kind of a teaching service for the nonprofit that I run, but we are still small so I have time to do it in my free time as well. But the story can be what the players want. Some players want a dedicated battle simulator and to level up and be big time heroes, others like to struggle to survive and don't mind rolling a new character once or twice a year. The GM is not the enemy of the players. In my eyes, a good GM is one that takes the game seriously, but understands their role is not to be adversarial. A good GM takes what the players give them and shapes that into something that is unique at that table. No two tables will ever be the same. Ever. And that's one of the most beautiful things about TTRPGs. Every story is different, every player expects something different, and every GM tells stories their own way.
Featured Prompts
If my games were Movies they'd be directed by...
Taika Waititi, Guillermo del Toro, Edgar Wright, and/or Wes Anderson. Heartfelt, strange, and vividly stylized. Worlds full of humor, depth, and color, where every detail matters and every character gets a moment to shine.
I once ran a session...
Ran a fully improvised 3-session game with zero prep. Players constantly blindsided me, and by the end the BBEG (a sock puppet Warlock Patron) was defeated by being thrown into a washing machine. Total chaos, pure creativity, and everyone left with a smile on their face. 10/10, would try again.
I prep by
Building vibrant settings and layered NPCs, then leaving space for the players to surprise me. I like being caught off-guard.
Richard D Cameron III's ideal table
My tables are player-focused narrative sandboxes. I firmly believe that the most exciting stories are the ones you choose to write together. When you come to my table, be ready for your backstory to become a major plot thread, for your decisions to have lasting consequences, and for the narrative to completely pivot based on a single inspired action. The Vibe: I strive for a high-immersion experience, regardless of the system. This means I'll bring detailed world-building that you will forever change. While I am consistent in how I GM (prioritizing your agency) I am highly flexible in what I run. Whether we are navigating the gritty, political halls of Brighthorn Academy in Daggerheart or exploring the sweeping plains of a high fantasy kingdom in a Pathfinder 2e world, the game is always tailored to the emotional core of your characters. Who Fits Well: -Players who love to collaborate and take ownership of the plot. -Those who value roleplay as much as combat. -Anyone who wants a GM who is fluent in both narrative-forward systems (like Daggerheart) and tactically robust systems (like PF2e). If your goal is to have your choices matter, on and off the battlefield, you'll fit right in.
Featured Prompts
I love it when a player
makes a decision that intentionally complicates their character’s life. I love seeing players lean into the moral compromises, political rivalries, or personal flaws that will inevitably reshape the story. That friction is where the best narrative comes from.
I think it's a red flag when players...
consistently prioritize their individual character’s minor objectives to the detriment of the party’s cohesion or safety. True selfishness (a planned betrayal, for instance) is amazing, but it must be a major, earned narrative moment, not standard operating procedure.
My perfect party mix is
A group with strong narrative chemistry that includes a mix of specialties: someone driven by the core mystery, someone focused on social maneuvering, and someone who thrives in strategic combat. I value unique character concepts over perfect optimization.