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Sam

Timezone

America/phoenix

Language

English

About Sam

Thanks for checking out my page! I've been running Dungeons and Dragons Fifth Edition for about six years as a hobby. For me, D&D is a way for everyone at the table to join in and tell a story together. When I prepare for a session, my aim isn't to predict what will occur, but to craft encounters and interesting scenarios that highlight player decisions. The magic that happens at the table is what keeps me coming back to this great game. My aim is to foster an environment where each player feels appreciated and included. In D&D, it's most enjoyable when everyone gets their moment to shine, so I put effort into celebrating each character's journey and listening to every player's input. Whether it's facing challenges or sharing laughs, I work to create a space where everyone feels comfortable taking risks, making decisions, and creating fond stories to come.

At a glance

2 years on StartPlaying

How Sam runs games

I like to think of D&D as playing in a serialized T.V. show. A quirky and usually dramatically flawed ensemble cast are thrust into dangerous situations to fulfill wild goals, with bad and good things happening along the way. It has episodic adventures, a session, which when combined together form the backbone of a long arc. Twists, cliffhangers, and fun villains keep the audience watching, but it's usually the players, or the lead characters and their development that keep the show on air. Regarding my personal style, I'm not here to just narrate. I aim to deliver an engaging and memorable experience where your decisions matter. My goal is to craft lively encounters filled with excitement, danger, consequence, humor, and a sense of urgency. I enjoy adding depth to characters through voices and interactions, without being overly dramatic. My DM "Pillars:" 1. Pacing. Games should have an exciting start with a clear focus, a quick and choppy middle, and end on a cliffhanger. Furthermore, a turn in combat on the DM's side shouldn't last more than a minute. 2. Player Autonomy. My goal is to present exciting situations, not predetermined outcomes. The outcome of the session isn't in the cards: it happens at the table. Furthermore, I try to keep narration and descriptions to a minimum, giving more opportunities for players to ask questions and engage. 3. Engaging Encounters. Combat should be dynamic and challenging, with monsters that twist on and surprise player expectations with goals outside of defeating the enemy.

Sam's Preferences

Platforms

Sam's games