LFGM Rating: 2
Hey, I'm Elrad, and while I've only "officially" been GMing for about 2-3 years, I've been reading about RPGs, DMing styles & guides, and even RPG design for over 10 years! I cut my teeth reading material from D&D 3.5 & later Pathfinder 1E materials, and over time learned my preferences lean towards more streamlined and story/role-play based systems like Blades in the Dark and other Powered by the Apocalypse designs. With that said, I still enjoy there being a "game" in "role playing game", with interesting mechanical choices made in game play (not just character creation!) over pure story games.
I'm looking to GM a few in-depth, consistent games, which I believe will be easier in a premium format.
In addition to D&D 5E & Blades in the Dark, which is listed in my profile, I also have Lancer (a mech combat RPG based on both Shadow of the Demon Lord & some Powered by the Apocalypse design concepts) and Ironsworn (a low-fantasy Powered by the Apocalypse game).
I enjoy player-driven games where the players have a large amount of agency on where the story goes in the framework of the world I run. What I mean is, I don't write "plots" when preparing games, but treat the NPCs, their motivations & goals, and events in the world as seeds that the players grow through their actions to create the story.
It's a style that demands a lot from the players, as well as the GM, but I have found that most of the demand is up-front; after the game gets started they tend to flow wonderfully, with both players & GM having a good idea of where the game is going.
I get overambitious as a player, and tend to write character concepts that push the GM in a certain direction and give them a lot to work with story-wise. Speaking with a friend of mine who also GMs more than plays, it seems to be a side-effect of the sort of mindset it takes to GM. I always talk it out with a GM beforehand to make sure they are OK with whatever direction I'm going with the character first, and make changes as needed.
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