Bill - The Final Frontiersmen
he/him
5.0
(11)
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About Bill - The Final Frontiersmen
My journey with roleplaying games began in the mid-90s when a friend invited me to play D&D 2e with her group. I had only ever heard the name Dungeons and Dragons so it was exciting to see what it was all about. The liberation of playing a game constrained only by the limits of imagination was exhilarating and I fell in love immediately. Not long after that, another friend invited me to try the d6 Star Wars roleplaying game. Playing in the world of my favorite movie series solidified my love for TTRPGs and I couldn't get enough. I wanted to play more than my friend was able to host, so I had to take matters into my own hand: I bought the rulebook and learned how to be a Game Master. While I was a little disappointed that I couldn't play at first, I soon discovered that being a GM fit well with my innate love of storytelling. The pandemic led me to run some games online for friends around the globe to help them deal with those stressful days. It also introduced me to Star Trek Adventures, which became my favorite system of all time. My love for STA compelled me to start a YouTube channel to hype it and that eventually led to me being hired by Modiphius as a contributing writer for Star Trek Adventures. So now not only do I get to keep running the game I love, I also get to create content for it to be used by players around the world. It's a great feeling and keeps me motivated to constantly improve my craft. NOTE: I live in Japan, which puts me in an awkward time zone for people in the Americas and Europe. I will respond to any messages as quickly as possible but please be aware that I may be sleeping during your normal daylight hours.
At a glance
Less than a year on StartPlaying
Highly rated for: Storytelling, Creativity, Knows the Rules
Featured Prompts
I got started GMing...
Because I couldn't get enough of roleplaying. I wanted to play more than was possible for my GM friend to accommodate, so I got the books for myself and learned how to do it. Then I started running games for my friends and realized I loved creating stories more than playing in them.
My favorite system of all Time is
Star Trek Adventures. It's the only game that excited me with its mechanics as much as it did with its lore. The game just does everything that I've always wanted in an RPG and it fits my style perfectly.
How Bill - The Final Frontiersmen runs games
My games focus on story over action (role playing vs roll playing). I try to give players ample time to explore their characters through roleplay, if they wish, but I never want players to feel like they *have to* roleplay as their character. The goal is to create a fun and memorable story together while interacting with the adventure in the way that is most comfortable for each and every player around the table. I prefer to play games mostly as Theater of the Mind while using some visuals (maps, character images, etc.) to help establish the mood and inspire ideas from the players. I want the players to feel free to run with their ideas and create epic scenes together. My goal is to create an atmosphere in each of my games that replicates the source material as closely as possible: -Star Trek Adventures episodes play like a Trek TV series from its specific era. -Star Wars campaigns are grand space operas of good versus evil, with swashbuckling action and high stakes. -Call of Cthulhu investigations are slow burning, atmospheric stories that gradually descend into unknowable horror. -Cowboy Bebop sessions explode as a sci-fi/western/70s action romp featuring wild characters and heavy drama. And so on! I believe the games should feel like they fit easily into their respective franchises with tone, themes and tropes. I tend to use the rules as a common framework but I do not rigidly uphold them to the letter. I don't want to break the momentum of a great scene by getting the table bogged down with rules so I may adapt or change them on the fly as appropriate. Finally, I want my tables to be free from drama and antagonism. The games I run and the stories I want to tell are meant for everyone to have fun with each other, not at the expense of anyone's enjoyment. And I absolutely do not tolerate any hate at my table. Gaming should be a safe space for anyone and everyone to be able to retreat from the outside world and have creative, imaginative fun for a few hours. As Captain Kirk once said, "Leave any bigotry in your quarters. There's no room for it on the bridge." Nor is there room for it at my table.
Featured Prompts
I prep by
I prep by creating a story from beginning to end as a "here's what will happen if the player characters don't interfere" scenario. This gives me a clear grasp on the story flow and the motivations of NPCs so that I can better respond when the player characters show up and create the real story.
My games focus on...
Story and character development. While combat is fun, I prefer when it is a means to an end and not the focus of the adventure.
Rules are...
Rules are meant to enable a group to have fun. If they start to get in the way of that important goal, they can be (and should be) changed, bent or broken. But it needs to be in agreement with the whole table.
Bill - The Final Frontiersmen's ideal table
My ideal table is one of collaboration and mutual support. I enjoy having players of all experience levels at my table. I'm there to fill in the blanks when new players need assistance and I'm grateful for the advanced players who do the same. I absolutely love it when players are as interested when it's not their turn as they are when they are in the spotlight. When everyone is paying attention and focused on the game even when they are "off-screen" it creates a richer and more memorable story for everyone. And it allows each player to feel like the star when it's their time to shine. Players who play appropriately for the setting are exactly who I'm looking for. While new and original ideas are always welcome, I'd like them to be suitable for the story we are telling. Cartoonish slapstick in "Call of Cthulhu" or Starfleet officers acting like greedy mob bosses in "Star Trek Adventures" only kill the mood and add nothing to the experience. Players that embrace the genre and system they are playing in make my job infinitely more enjoyable.
Featured Prompts
I love it when a player
I love it when a player puts the spotlight on their teammates. When all players act as fans of all the other characters, the entire group is raised to amazing heights.
I think it's a red flag when players...
It's a major red flag when players antagonize other players. Interpersonal conflict as part of the story can be amazing, but conflict around the table will only ruin the experience for everyone.
Bill - The Final Frontiersmen's Preferences
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