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Trubie

he/him

5.0

(9)

Timezone

Pacific/auckland

Identity

Voice Actor

About Trubie

A happy-go-lucky actor, improviser and entertainer from Christchurch, New Zealand. Most recently, I was the Trickster in the Dungeons and Dragons show Twenty-Sided Tavern in Sydney. Role-Playing combines my loves of heroic fantasy, games and theatricality to create exciting and fulfilling stories.

At a glance

Less than a year on StartPlaying

3 games hosted

Highly rated for: Storytelling, Inclusive, Creativity

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I became a GM because

I love to make other people's fun happen. I enjoy crafting scenarios and adversaries that challenge the beliefs of the player characters. I love weaving all the threads that each player provides into a single dramatic and living story.

I got started GMing...

in university. I picked up the rulebooks for D&D 3.5, slapped together a small homebrew world, got 3 of my mates around and never looked back. What we made were characters and moments we still talk about 10 years later.

When I'm not running games I'm...

I'm an actor by profession, usually appearing in comedy or improvised shows with a short stint in kids' tv. To relax, I play a lot of video games, mostly RPGs, strategy or roguelikes. Outside of that, I love to watch movies with my partner and two cats :)

How Trubie runs games

I'm an NPC first kind of GM. Everything that flows from behind the GM screen is rooted in the beliefs and wants of the characters (and villains!) I've created. I enjoy portraying these NPCs with a range of voices but will meet each player where they're at with their own character performance (no crazy accents required but not discouraged!) Secondly, I enjoy the dramatic. Actions must have consequences. Characters' choices change the world and attitudes of the characters around them. And then, I love tactical combat. Encounters where the heroes must pursue conflicting goals while fighting clever or powerful adversaries. I'm interested in seeing what choices players make when their heroes have no good options (or seeing what desperate plans they can pull off against the odds!)

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I deal with rules issues by...

working to the best of our memory. When memory fails, I make a ruling as faithfully as I can to the spirit of the rules, what serves the story and what "feels" right. I prefer to consult rule books after the session to clarify moving forward.

Rules are...

there to support the fun. To clarify the stakes. To let everyone know what to expect. They lend credibility to the reality we're playing in. Sometimes, the rules can't properly express or define a moment the players and DM want to create, so in that instance, they should be broken.

When it comes to voices

I make no apologies!

Trubie's ideal table

We're here to tell an exciting fantasy story, make awesome character moments and feel good about it. The tone could range from joyful and comedic to somber or even tragic but the reality will remain consistent--the universe will not buckle under the weight of the bit (I believe that's how we can have the most fun!) Most of all, I want us to be interested and dedicated to each other's enjoyment. Even though we're each only responsible for the actions of our own characters, we should let the actions of other heroes affect our own. Offer encouragement. Or outrage. Be onboard with the plan. If your buddy wants to start a fire, bring the gasoline. The heroes should have overlapping goals, and while they may differ on how to best achieve their objectives, execution is usually more fun than deliberation.

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I love it when a player

swings big. Play against the odds. Not because you or your character are foolish but because you think it's worth the risk. Or you've got nothing left to lose. Or you think you might just be able to pull it off.

I think min/maxing...

is how some people have fun! If it then inspires some certain character beliefs or even flaws, all the better!

Trubie's Preferences

Game style

Roleplay Heavy

Theater of the Mind

Sandbox / Open World

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