Taryn
she/her
5.0
(8)
Timezone
Language
Identity
About Taryn
Storytelling has always been a giant love of mine. Honestly I believe the meaning of life is to create and to love. Creating can be anything depending on the person - art, music, furniture, duck sculptures - but for me it's narrative and world building. I've always been a big nerd, probably starting with Teenage Mutant Ninja Turtles when I was about six years old. Comic books, anime, fantasy and sci-fi novels, video games, board games, no matter the nerdy interest I've at least dipped my toe into it. Tabletop roleplaying games, though, that passion has never dampened. I'm thirty-seven now but started playing DnD when I was around fifteen with 3/3.5 edition. I played and DMed amongst friends, all of us sitting around a giant pool table rolling dice and staying up way too late. When I graduated high school and left my small town I quickly fell into the roll of Forever DM because if no one wants to run the game but you want to play it, guess who has to step up? I'm glad I did because I love building worlds, creating scenarios that players talk about for weeks, introducing NPCs they can't help gush about loving or snarl about hating. I will always use the phrase collaborative storytelling when talking to the uninitiated about ttrpgs because, for me, there's no better way to describe this dorky modern version of sitting around a camp fire telling tales to awe our community. There's not enough word count for me to keep singing the praises of ttrpgs. Suffice it to say: big fan.
At a glance
Less than a year on StartPlaying
2 games hosted
Highly rated for: World Builder, Inclusive, Creativity
Average response time: 24+ hours
Response rate: 100%
Featured Prompts
I became a GM because
When you want to play ttrpgs and no one else wants to run them someone has to step up and take the reigns!
People are always surprised when I tell them
I did stand-up comedy for a few years.
The three words my players would use to describe me are...
Creative, funny, and improvisational.
How Taryn runs games
I feel it's best to lean into a system's strengths depending on what you're playing but at the end of the day it isn't a tabletop roleplaying game without the roleplaying. Giving players situations, conflicts, scenarios, environments, and NPCs that allow them to really dig into their characters so that they don't just want to roleplay but feel compelled to get into character is always my main focus. Combat is always important depending on the system - I don't think many players who roll up a barbarian in 5E want to go multiple sessions simply shopping and not rage punching something - but the roleplaying, that's what keeps us coming back every week. I would say I'm a high improv, moderate prep game master. For a long time I had a group that was so off the wall that prepping sessions was just a waste of time because they would always go off in directions I could never predict. Now I've gotten into more outlining games/campaigns, writing down key things before the next session, while still remaining ready to always improvise to work with whatever my players throw at me. I've done this for so long it's second nature at this point. My biggest writing time for games is when it comes to world building and implementing PC backstory info as the game goes on. Homebrewing is my bread and butter so if there's ever an opportunity to craft a world to the tastes of my players I am all in on that. Lastly just make it fun, have some laughs, and when in doubt, follow the rule of cool
Featured Prompts
I deal with rules issues by...
Either seeing if it can be resolved with a quick re-read of the rules as written or, if not, making the decision to play the rule X way for this session and research it further after session so as to not take away from play time.
I prep by
Diving deep into world building before and throughout a campaign alongside writing outlines before each session to act as a guideline for the narrative that still allows for improv without the story being completely rudderless.
Rules are...
Wonderful guidelines that should be followed as long as they allow the fun of the session to stay on rhythm. If a rule is causing more issues during play than enjoyment, whether it's well-crafted or not, then it should be abandoned or at least set to the side to be examined.
Taryn's ideal table
I always try to have my table be one that feels comfortable, fun, relaxed, and inclusive. I want my players to feel they can throw out whatever ideas come to mind without worrying it’ll immediately get rejected or laughed at. I’m a improv-focused GM who greatly believes in “Yes, and”-ing my players and that the rule of cool is the best rule to follow. I do love mechanics and will be firm when I feel an idea just won’t work how a player wishes it would but I aim to say yes far more than I say no. If you are a rules lawyer, however, I will let you know my table will not be the one for you.
Featured Prompts
I love it when a player
Throws out an absolutely wild idea to deal with a situation. I will always wrack my brain to see what rules we can bend to make it happen because out of the box thinking should definitely be rewarded or, at the very least, given an opportunity to be attempted.
I think it's a red flag when players...
Have main character syndrome. Every player’s character should have their moments to shine and their arcs indulged but ttrpgs are collaborative storytelling. If you want the story to be all about you then go play a solo rpg or write a story.
My table is not the place for...
Rules lawyering, arguing that takes away from enjoying the game, or bigoted viewpoints.
Taryn's Preferences
Systems
Game Mechanics
Themes