shevek1312
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Roleplay Heavy
Reviews I've given (14)
I've gamed with Liam for nearly a decade and we've told stories that range from bleak to heroic to unhinged. He's never afraid to engage with more political context in his worlds while ensuring that everyone at the table is looked after. He always has a snippet of worldbuilding info that he's put time and thought into, or is the result of actions other players have taken to shape the world. Be sure to ask him about his city council castaways game when you book.
Drakkenheim has it all: cool rocks, politicking, transforming into a monster, and bleak cosmic horror. It's also definitely a long haul campaign so if your players enjoy sidequests and expanding the personal quest component it clocks in 80-100 sessions easily, beware. The adventure blends Dark Fantasy, Gothic, Occult, and Eldritch horror elements, in an enclosed sandbox adventure for players seeking to develop a character with lasting impact in a shattered world. Shared decisionmaking about the future of the city emphasizes player choices that trigger scheming factions to react accordingly. Meanwhile, the creeping influence of the Haze warps denizens of the ruined city, while tempting characters with power beyond imagining in the form of setting-specific subclasses and the Apothecary class. Word to the wise: this is indeed not a strictly linear campaign and the Personal Quests component of the adventure is critical to cultivating player buy-in beyond "kill monster & level up".
One of the original adventures that got me into Dungeons & Dragons! The original four chapter adventure can serve as a great jumping off point both to learn mechanics and rules of DnD but also to familiarize players with the Sword Coast, one of the central regions of the Forgotten Realms and a keystone in many other popular adventures. Fairly light on lore and not overwhelming for anyone new to 'traditional' settings for DnD as well as a number of intriguing challenges, puzzles, and encounters to cut one's teeth on. Also serves as a great basis for a remixed adventure or progressing beyond lower levels to experience higher tier play when connected to other adventures.
Eric completely brings the setting to life in both word and vision. Handouts, maps, visuals - it's all there. His characters speak their minds without spilling their guts, and we often have the opportunity to take the reins of the setting. Building strongholds and plotting missions also gives us room for RP. Pitched battles can take turns in any direction as we face off against skillful foes. It's a good time :)
