
Taras
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Reviews I've given (3)
TLDR: Grim is an all-around high-quality GM whom I can easily recommend. I've been playing WFRP and Dark Heresy 2e with Grim for over a year now. He's well knowledgeable of the rulesets and is proficient in the use of modern VTT tools. He's disciplined, doesn't miss sessions, is mindful of the game time, and gives every player the opportunity to shine. He does a lot of custom work (art, music, maps, etc.) to improve player experience with existing written modules and his homebrew modules are of good quality too. His games are definitely more combat-oriented (I actually don't know if it can be otherwise with Warhammer games), but his roleplay is solid too, and there are ample opportunities for meaningful character development. As for negatives, I think Grim is a bit too concerned with the "grim dark" part of Warhammer and players accomplishing things too easily and/or too frequently. But perhaps it's indeed what Warhammer players want. I'm more of a D&D guy where character mortality is a possibility but not an eventuality. And in any case, things can usually be negotiated with Grim to an acceptable middle ground. He also sticks to the details of written adventures a bit too faithfully to a fault, but doing otherwise requires additional GM work, which he already does plenty, so it's OK. All in all, Grim is a pretty good GM.
TLDR: J.P. is a fairly experienced DM proficient in using modern VTT digital tools and who best caters to newer players. - I'm currently playing in a HotDQ campaign with J.P. He uses Forge VTT (with dndbeyond integration), Discord, and Syrinscape to run it (at no extra cost to the players). - So far, J.P. is well-prepared, organized, promptly communicates, and takes constructive feedback. - At the moment, the campaign is mainly focused on exploration and combat, with RP taking the second seat (I can't say that most players are pushing hard for it, though). His voices are pretty amusing. - He uses quite a few house rules in his games, some of them to help newer players survive the campaign (although they will occasionally get challenged nevertheless), some to add more realism to the ruleset, and/or to nerf a few things. In my experience, these things can be negotiated, as, in his own words, the player experience is paramount.