GM Emi
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About me
As a player, I love roleplay-focused games, but I'll also happily dungeon crawl. I like playing friendly, principled characters who chase plot hooks, intentionally bond with other player characters, and befriend NPCs. Big paladin enjoyer!
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Reviews I've given (4)
Draw Steel is one of my favorite systems! It really nails every part of the tactical cinematic heroic fantasy premise. Combat is exciting and satisfyingly crunchy without being fiddly, player characters have cool abilities right from level 1, and the game supports a heroic play style, since characters get *more* powerful as they keep fighting. Everyone always feels like they have something meaningful to do both on and off their turn—and the GM gets to have lots of fun too! An absolute blast to play and to run.
Absolutely chock-full of fun and whimsy, with more guidance provided for the DM than the average WotC module! Really great for groups that enjoy roleplay, exploration, and nonviolent conflict resolution; not a good fit for groups that are combat-focused. Very beginner-friendly for both DMs and players. As with many modules, I think Witchlight can really benefit from some fleshing out, to make the world feel a little more lived-in and sandboxy, instead of just a very linear adventure. There are lots of great third-party published and community expansions for this purpose. But watch out—having so much room for roleplay means that parties may progress *very* slowly through the adventure. My first Witchlight group spent more than six (6) real-life months at the carnival, thus more than six real-life months at level 1! All in all, a module I thoroughly enjoy DMing.
Played in a high-level all-paladin one-shot Evie ran, and had so much fun! I really enjoyed the combat in the one-shot—running something creative, interesting, and actually dangerous for a party of six high-level paladins is so difficult, and Evie pulled it off with ease and flair. All paladin enjoyers should get to have this experience.
