Joseph
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Reviews I've given (1)
Alan tells a fast-paced yet easy-to-follow story. He comes up with people, places, and events to throw at the party, but then follows the party's lead when game time comes. When the party and/or the dice throw a wrench in his plans, he'll go that new direction instead, wherever it leads. There's always time for PCs to roleplay, and good roleplay can solve problems. As it turns out, these two things instantly make everyone at the table quite a bit better at roleplaying. Which in turn helps everyone get invested in the plot. How do we have time for all this story and roleplay? Simple: we don't do much combat. I don't consider this a negative; combat takes up a lot of time, and without it it's amazing how much you can get done. I have a different game that's all combat, so I get my fill there. Note that your table may vary: Alan offers opportunities for combat when it makes sense, and our party usually chooses a different approach.