I've been running games for people since losing my first die roll at age 9. Over the last 33 years, I've told stories of cavemen, pirates, Jedi, aliens, heroes, and villains. I start with the players and their characters, building a custom-made world and experience that unfolds specifically for them. I’m interested in tales with a bit of mysticism, mystery, and adventure, but having the library and experience that I do, I can run any game, setting, or system given an hour or two prep! I have worked on demo teams for Wizards of the Coast, White Wolf, WizKids, Catalyst Game Labs, Games Workshop, and Privateer Press. I co-founded three chapters of the Amtgard LARP and one chapter of the Mind’s Eye Society. Additionally, I spent three years as tabletop gaming coordinator for CyPhaCon, a mixed-media fan convention in my hometown. For me, role-playing games do what no video game can. Every action or conversation can be accounted for, and those actions should have consequences. Its those choices that make characters memorable after a time playing them, and that's the experience I want to make sure you get!
While I can handle any game put in front of me, my preferred style of play is narrative or conversational. For me, the story changes based on the characters in that story, and its my job to honor those choices you've committed to your character sheet. I can do voices, I'm prone to descriptive role-playing, and I build worlds as shallow or as deep as the players want them to be. I do have one rule I live by, though: I am telling the story of your characters, and I don't believe that involves dumb luck killing them. As such, I will always be clear if a conflict could result in a character's death. In any other situation, though, I always plan to take it right to the edge, reserving the right to be... creative... as to their fate.
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