
WondersChaser
he/him
Timezone
About WondersChaser
I've been thinking about TTRPGs long before I knew what they were. Turning Pokemon or Warcraft into paper games since I was 8. Once I got into high school, I found my calling. I’ve started like most of my peers, with friends, some dice and barely knowing what I was doing. Now, after years of experience and running a few campaigns, I think I can bring something special to the table.
At a glance
Less than a year on StartPlaying
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I became a GM because
It was a great creative outlet. From the very start, I wanted to run games rather than be a player, being able to make worlds, challenge and stories for other people to be a part of always felt more engaging to me. Every time I play, I get the itch to go back behind the screen.
How WondersChaser runs games
My favorite way to run games is to make it all about the player’s characters. Involve their backstories, find what motivates them, where the drama is the most interesting. And fight the big bad, of course. I had moments where players cried, laughed and looked in disbelief as they survived the unsurvivable. Hopefully, I can keep creating those moments.
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I prep by
just thinking a lot about what my players are doing and what kind of game they want. I try to keep things fresh, changing visuals, challenges and tone. I find that more prep is better than less prep, as long as I know when to throw it out the window.
My favorite trope is...
the "humans are awesome" trope (is that a thing?). You know those stories where an alien, fey or endrith being enters in contact with a normal person and starts gushing about very banal things? I like that. Two examples are Death from the Sandman comics and F.F. from Jojo Part 6.
Rules are...
tools we can use to interact with the game world. It makes our interactions more meaningful, a foundation where imagination can build up.
WondersChaser's ideal table
I love players that are engaged with narrative, that want their characters and decisions to have an impact. That said, it's important to know when to share the spotlight. When the scene is meant to be impactful, we maintain that tone. When it's supposed to be silly, we laugh in and out of the game.
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I think it's a red flag when players...
are just waiting for the game to happen. That usually means I didn't do a good job setting up the scene or their goals are nebulous. It really worries me when one player seems to be just moving along mindlessly, unless they specifically tell me they are having fun.
My perfect party mix is
characters with complimentary skills and personalities. That way, everyone can have agency over the game and create fun party dynamics. Even very simple characters can become entertaining when put together.
WondersChaser's Preferences
Systems
Game Mechanics