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<blockquote data-quote="bento" data-source="post: 3378401" data-attributes="member: 36597"><p>I've had some lookers this past week but no posters, so here's some additional information about myself and why you want to game with me.</p><p></p><p>Background:</p><p>I gamed in the late '70s and early '80s because that was what kids did on the weekends as good clean fun. D&D and Marvel Super-Heroes was at the top of my list, as well as Toon (heh), and some sci-fi homebrews my friends created. I got back into gaming through HeroClix of all things in 2002. I loved the figures but the rules left me a little bleh. Dove back into MSH, then started checking out d20 Modern and eventually D&D. </p><p></p><p>When I took a job a few years ago running a local univeristy library, I found students who loved computer games, and before I knew it I was the sponsor of our University's gaming group. I'm not the kinda sponsor who's content on just telling the guys "yes or no" to their plans. I wanted to show them the joys of playing non-computer RPGs like we used to in the old-days! I ran adventures and mini-campaigns for about 18 months (WW2 GURPS, Demonhunters True20, Oriental Aventures 3.5, and Greyhawk 3.5) for the students with varing levels of success. What I learned from the experience is:</p><p></p><p>* Be open to what players want and plan the adventure to those desires</p><p>* Provide encounters that gives everyone's character a chance to be in the spotlight</p><p>* Be patience while players are figuring out what direction to take next</p><p>* Dungeoncrawl's that last over four sessions (DCC #2) bore me to tears</p><p>* Be willing to change things in the setting or adventure to make things more fun</p><p>* Start off the adventure in the middle of action rather that worry about introductions</p><p>* End the night with a de-briefing giving players ample time for feedback; use this to drive the next session</p><p>* Read as much as possible about GMing (techniques, tools, etc) and try those that will have the greatest impact</p><p>* Set rules early and get buy in from the group</p><p></p><p>My role as a GM is to make the game challenging and fun, and it's up to the players to direct the adventure by the actions and decisions they take. The game itself is a pact between player and GM to "have fun" by playing off of each other's strengths. I'm not there to hold their hands and I'm not there to kill them at every occasion. The players are there to be heroes and have their actions matter in the world they are playing in. </p><p></p><p>So with that being said, I like to play with groups that like a variety of adventures, they can easily handle an urban-based mystery along with an old-fashioned dungeon crawl. I'm looking for players that:</p><p></p><p>* Will develop characters appropriate to the adventure/campaign</p><p>* Will treat other players and GM ethically and with respect</p><p>* Are there to play a game; time will be provided before and after the game for casual conversation</p><p>* Will play "heroic/good" characters</p><p>* Have multiple styles for resolving encounters - not constantly a "hack n' slasher"</p><p>* Works to resolving adventure or plot goals rather than "levelling" up</p><p>* Can play in a campaign setting that isn't necessarily "by-the-WoTC-book"</p><p>* Pay attention at the table and are ready when it's their initiative turn</p><p>* Come to the game prepared and actively participate in group encounters and decisions</p><p>* Are willing to try new things and can accept change as part of the gaming experience</p><p></p><p>Here's some of the things that inspire me as a GM:</p><p></p><p>* DMG2 - love the first section on how to be a better GM and the Saltmarsh setting</p><p>* Kara-Tur Campaign setting - I like the idea of character's "honor" being more important than amassing gold or levels</p><p>* True20 - a d20 variation focusing on opening up player choice, leveling up on completing story arcs, damage affecting combat ability and magic that acts like feats</p><p>* Eberron - everything you knew about fantasy turned upside-down; warforged; long-developed plots driven by unseen BBEGs</p><p>* Class concepts from the Complete Divine & Complete Warrior books - Favored Soul, Shugenja, Spirit Shaman, Samurai, and Swashbuckler</p><p>* Avatar the Last Airbender, Johnny Quest & X-Men Evolution</p><p>* Kung Fu Hustle, Hero, Jackie Chan movies (at least not the newer ones), </p><p>* Flash Gordon, Burrough's Mars & Venus series, Doc Samson and Brock Samson, Korgoth of Barbaria and Conan the Barbarian</p><p>* H.P. Lovecraft, Hell Boy and the Goon</p><p>* Warren Ellis' Planetary, Alan Moore's League of Extraordinary Gentlemen and Top 10 series</p><p>* Marvel Comics - esp. Nick Fury, Fantastic Four, X-Men, the Avengers and Silver Surver (comics not movies)</p><p>* Story hours by Sargio and Pirate Cat on the ENWorld message board!</p><p></p><p>OK - I've given you more insight of who I am and what I can offer. Let me know if you'd be interested in playing with me!</p></blockquote><p></p>
[QUOTE="bento, post: 3378401, member: 36597"] I've had some lookers this past week but no posters, so here's some additional information about myself and why you want to game with me. Background: I gamed in the late '70s and early '80s because that was what kids did on the weekends as good clean fun. D&D and Marvel Super-Heroes was at the top of my list, as well as Toon (heh), and some sci-fi homebrews my friends created. I got back into gaming through HeroClix of all things in 2002. I loved the figures but the rules left me a little bleh. Dove back into MSH, then started checking out d20 Modern and eventually D&D. When I took a job a few years ago running a local univeristy library, I found students who loved computer games, and before I knew it I was the sponsor of our University's gaming group. I'm not the kinda sponsor who's content on just telling the guys "yes or no" to their plans. I wanted to show them the joys of playing non-computer RPGs like we used to in the old-days! I ran adventures and mini-campaigns for about 18 months (WW2 GURPS, Demonhunters True20, Oriental Aventures 3.5, and Greyhawk 3.5) for the students with varing levels of success. What I learned from the experience is: * Be open to what players want and plan the adventure to those desires * Provide encounters that gives everyone's character a chance to be in the spotlight * Be patience while players are figuring out what direction to take next * Dungeoncrawl's that last over four sessions (DCC #2) bore me to tears * Be willing to change things in the setting or adventure to make things more fun * Start off the adventure in the middle of action rather that worry about introductions * End the night with a de-briefing giving players ample time for feedback; use this to drive the next session * Read as much as possible about GMing (techniques, tools, etc) and try those that will have the greatest impact * Set rules early and get buy in from the group My role as a GM is to make the game challenging and fun, and it's up to the players to direct the adventure by the actions and decisions they take. The game itself is a pact between player and GM to "have fun" by playing off of each other's strengths. I'm not there to hold their hands and I'm not there to kill them at every occasion. The players are there to be heroes and have their actions matter in the world they are playing in. So with that being said, I like to play with groups that like a variety of adventures, they can easily handle an urban-based mystery along with an old-fashioned dungeon crawl. I'm looking for players that: * Will develop characters appropriate to the adventure/campaign * Will treat other players and GM ethically and with respect * Are there to play a game; time will be provided before and after the game for casual conversation * Will play "heroic/good" characters * Have multiple styles for resolving encounters - not constantly a "hack n' slasher" * Works to resolving adventure or plot goals rather than "levelling" up * Can play in a campaign setting that isn't necessarily "by-the-WoTC-book" * Pay attention at the table and are ready when it's their initiative turn * Come to the game prepared and actively participate in group encounters and decisions * Are willing to try new things and can accept change as part of the gaming experience Here's some of the things that inspire me as a GM: * DMG2 - love the first section on how to be a better GM and the Saltmarsh setting * Kara-Tur Campaign setting - I like the idea of character's "honor" being more important than amassing gold or levels * True20 - a d20 variation focusing on opening up player choice, leveling up on completing story arcs, damage affecting combat ability and magic that acts like feats * Eberron - everything you knew about fantasy turned upside-down; warforged; long-developed plots driven by unseen BBEGs * Class concepts from the Complete Divine & Complete Warrior books - Favored Soul, Shugenja, Spirit Shaman, Samurai, and Swashbuckler * Avatar the Last Airbender, Johnny Quest & X-Men Evolution * Kung Fu Hustle, Hero, Jackie Chan movies (at least not the newer ones), * Flash Gordon, Burrough's Mars & Venus series, Doc Samson and Brock Samson, Korgoth of Barbaria and Conan the Barbarian * H.P. Lovecraft, Hell Boy and the Goon * Warren Ellis' Planetary, Alan Moore's League of Extraordinary Gentlemen and Top 10 series * Marvel Comics - esp. Nick Fury, Fantastic Four, X-Men, the Avengers and Silver Surver (comics not movies) * Story hours by Sargio and Pirate Cat on the ENWorld message board! OK - I've given you more insight of who I am and what I can offer. Let me know if you'd be interested in playing with me! [/QUOTE]
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