T.I.L.TE.D. Chris banner

T.I.L.TE.D. Chris

he/him

5.0

(10)

Timezone

America/new York

Language

English

Identity

Published Writer

About T.I.L.TE.D. Chris

Well met, travelers! Come in, make yourself at home. I’ve been telling stories since I learned to talk. Then, decades ago I discovered D&D and learned that other people could tell them with me. It was a revelation. Since then, I have run games, played games, learned games, and written for and about games. I’ve run many different systems, including but not limited to, D&D (3 editions worth), Traveler, World of Darkness, Champions, Mutants and Masterminds, FATE, and Modiphius’ 2d20. I’ve played many more, including Runequest, Superworld, Blades in the Dark, and others. My favorite tales involve dynamic, clever heroes. Would you know any, by chance?

At a glance

2 years on StartPlaying

Highly rated for: Storytelling, Inclusive, Teacher

Featured Prompts

I became a GM because

It gives me access to greater opportunities to plot and scheme. Few things make me happier than sitting at my desk with a notebook and a word doc open and thinking about where the story could go next.

My favorite books are

Character driven stories. I'm fond of Jim Butcher and Lois McMaster Bujold. Terry Pratchett holds a special place in my heart. I re-read the Chronicles of Amber by Roger Zelazney every few years, as well as Michael Moorcock's Elric saga, and Frank Herberts's Dune.

How T.I.L.TE.D. Chris runs games

I enjoy collaborative roleplay. My players don't enter my world, they help me build ours. I like to ask players questions about the world and let them fill in the details. While combats are inevitable, they are rarely unavoidable. I love teaching new players, and love learning new games myself. I like Theater of the Mind combat, but there are some fights when you just need a map.

Featured Prompts

I deal with rules issues by...

If someone disagrees with me about how rules work, my first priority is not disrupting the game. If it takes more than a couple of minutes to resolve, I will make a call at the table. After the session, I will invite discussion and make a final decision, which all players will be told about.

Rules are...

A framework. They provide structure and, in a good game, color, but they aren't the whole of the thing. They exist to be bent. I love the Rule of Cool, because it makes the story better and encourages players to be creative.

T.I.L.TE.D. Chris's ideal table

I like to think my table is inclusive and interested in the story before them. They role play in character to each other without and NPCs present. They build their own stories in the greater context of the adventure

Featured Prompts

I love it when a player

Describes their actions rather than stating them. "I attack X with my sword," isn't exciting. But "With a quick flurry of feints I distract him before lunging in for a strike.," is fun.

I think metagaming...

Is to a certain extent inevitable . But it shouldn't impact the story. Just because you know something doesn't mean your character does, and the character is the one in the actual situation. Be true to the character's moment, and the story will make more sense.

T.I.L.TE.D. Chris's Preferences

Systems

Dungeons & Dragons 5e
Fate Core System
Dungeons & Dragons 3/3.5e
Mutants and Masterminds (3e)
Fate
Blades in the Dark
GURPS
World of Darkness
Star Trek Adventures - First Edition
Dune: Adventures in the Imperium
Amber Diceless
Conspiracy X 2.0
Changeling: The Lost First Edition
Vampire: The Requiem 1st Edition
Mage: The Awakening 1e
Daggerheart
Mage: The Ascension
CJ Carrella's WitchCraft

Game style

Roleplay Heavy

Theater of the Mind

Rule of Cool (RoC)

Sandbox / Open World