Post by Haskalah on Apr 1, 2015 20:24:00 GMT -7
About
I'm 26 as of a month ago and have been playing in various games (mostly online) for about a decade. I first started when 3.5 was fairly new, played it until Pathfinder came out, then picked that up for a bit. 4th came out, and I can definitely say it wasn't my cup of tea. I ended up staying with Pathfinder until 5th, which is a decent improvement and perhaps on par with Pathfinder for me. I've created countless characters for Pathfinder and I was playing on a program called Traipse (a virtual tabletop written in Python) but most ended up being one-shots. I haven't played as much as I'd like the last few years as I was finishing up college and now working full time as a software developer in communications, but I've got the time and ambition to start back up. Other RPGs include D20 Modern, Future, Star Wars (both with and without VP) and others I can't even name off the top of my head.
Strengths
Weaknesses
Style
I generally enjoy games with about a 70-30 Roleplay-to-Combat ratio, though I've ran and been in plenty of hack-n-slashes, and I know that a decent number of sessions will be more combat oriented. I'd like to work toward more roleplay-centric sessions as players advance in levels, potentially skipping combat altogether if they work well together and the rolls support it. I like giving players options that can avoid combat if they're smart and lucky enough. I also love designing intricate traps and puzzles that are a bit more than "Oh look, you stepped on a trapped stone, an arrow is flying at you". I'm also hoping that running some lower-level games frees the more experienced GMs up to run games for higher-level characters.
I'm 26 as of a month ago and have been playing in various games (mostly online) for about a decade. I first started when 3.5 was fairly new, played it until Pathfinder came out, then picked that up for a bit. 4th came out, and I can definitely say it wasn't my cup of tea. I ended up staying with Pathfinder until 5th, which is a decent improvement and perhaps on par with Pathfinder for me. I've created countless characters for Pathfinder and I was playing on a program called Traipse (a virtual tabletop written in Python) but most ended up being one-shots. I haven't played as much as I'd like the last few years as I was finishing up college and now working full time as a software developer in communications, but I've got the time and ambition to start back up. Other RPGs include D20 Modern, Future, Star Wars (both with and without VP) and others I can't even name off the top of my head.
Strengths
- A fair amount of time working with newer players to get them acclimated to Pathfinder (or to D20 systems in general).
- A strong background in Role Playing in general, especially forum-based. This is fairly useful when designing memorable people, interesting encounters, etc.
- I usually have at least a few nights during the week to run sessions and likely at least one evening during the weekend.
Weaknesses
- It's been a few years since I've played Pathfinder, so it'll take a little bit to remember all the specific details and tricks. The basics are simple, but figuring out how a 1st level character gets a +11 to hit and deal 3d6+3 damage (as a crazy and potentially unrealistic example) will take a bit.
- I'm fairly unfamiliar with Roll20 at the moment (as well as what assets are provided vs. what I'd have to dig up or make) but I'm happy to devote the time to learn its tricks.
- I think running fairly high-level games at the moment would be a bit challenging, though not impossible, for me. Not having yet witnessed the kind of threats typical DG characters of levels 5+ can face I'd likely want to sit in on some sessions to become more familiar before just grabbing some CR-appropriate monsters and hoping for the best, though in that case I'd likely start there and modify as needed if I was providing too much or too little challenge.
Style
I generally enjoy games with about a 70-30 Roleplay-to-Combat ratio, though I've ran and been in plenty of hack-n-slashes, and I know that a decent number of sessions will be more combat oriented. I'd like to work toward more roleplay-centric sessions as players advance in levels, potentially skipping combat altogether if they work well together and the rolls support it. I like giving players options that can avoid combat if they're smart and lucky enough. I also love designing intricate traps and puzzles that are a bit more than "Oh look, you stepped on a trapped stone, an arrow is flying at you". I'm also hoping that running some lower-level games frees the more experienced GMs up to run games for higher-level characters.