Post by experimint on Dec 7, 2014 0:02:17 GMT -7
Me:
Name's Mint. 22 year old transgirl and have been playing tabletop rpgs for... 6 years now. I have been GM'ing for just as bloody long. I'm a programmer and design, balance and program games in my spare time.
Experience:
Did I mention I've been doing this for 6 years? Honestly I've run... 7-8 campaigns my entire life, have played(as a player) in more than 5(completed) ones. This includes groups with munchkins, roleplay heavy types, as well as groups spanning as small as 3players and I had to play 2 extra party members, to groups as large as 9 and eventually split into 2 each running across different parts of the world.
I have seen so much. My experience in insane. And in doing so, have developed extensive balance sensitivity.
However, I am harsh. I am hardmode incarnate. I spend so much time running and rerunning potential encounters and battles in my head/on paper for a reason. While most dm's plan for a fairly advantageous battle or a difficult one that can still be won easily, I plan out encounters that literally have players just a few steps from TPK's. Not to say they are impossible, but they will require teamwork and decent strategy to get through.
If you run off haphazardly without thinking you can die.
Pros:
+heavily balance focused
+insanely accurate with rules
+great at multitasking
+great improv
+sets up tons and tons of ways to succeed at roleplay/social scenarios
+comes up with a -lot- of tricks
+spends a lot of time working on encounters
+writes a dm blog! Here.
Cons:
-brutal
-evil
-hardmode incarnate
-can be -too- accurate with the rules
-sessions can be a little relaxed and OOC'y, not great at mood building
Goals:
I plan to float around as a gm. I am here to give the hardmode -option- for players that want a little extra kick and intensity and are not afraid of dying(I tend to give quite a few death failsafes if needed).
I do not plan to do too many games, unless there's like 4+ that want to try something difficult. Then I'm all for creating for either 2-3 session events, or my single session boss encounters(whom of which are modeled after Monster Hunter level difficulty).
On the upside, I am quite generous with rewards for those that participate, both to the survivors and the not.
Name's Mint. 22 year old transgirl and have been playing tabletop rpgs for... 6 years now. I have been GM'ing for just as bloody long. I'm a programmer and design, balance and program games in my spare time.
Experience:
Did I mention I've been doing this for 6 years? Honestly I've run... 7-8 campaigns my entire life, have played(as a player) in more than 5(completed) ones. This includes groups with munchkins, roleplay heavy types, as well as groups spanning as small as 3players and I had to play 2 extra party members, to groups as large as 9 and eventually split into 2 each running across different parts of the world.
I have seen so much. My experience in insane. And in doing so, have developed extensive balance sensitivity.
However, I am harsh. I am hardmode incarnate. I spend so much time running and rerunning potential encounters and battles in my head/on paper for a reason. While most dm's plan for a fairly advantageous battle or a difficult one that can still be won easily, I plan out encounters that literally have players just a few steps from TPK's. Not to say they are impossible, but they will require teamwork and decent strategy to get through.
If you run off haphazardly without thinking you can die.
Pros:
+heavily balance focused
+insanely accurate with rules
+great at multitasking
+great improv
+sets up tons and tons of ways to succeed at roleplay/social scenarios
+comes up with a -lot- of tricks
+spends a lot of time working on encounters
+writes a dm blog! Here.
Cons:
-brutal
-evil
-hardmode incarnate
-can be -too- accurate with the rules
-sessions can be a little relaxed and OOC'y, not great at mood building
Goals:
I plan to float around as a gm. I am here to give the hardmode -option- for players that want a little extra kick and intensity and are not afraid of dying(I tend to give quite a few death failsafes if needed).
I do not plan to do too many games, unless there's like 4+ that want to try something difficult. Then I'm all for creating for either 2-3 session events, or my single session boss encounters(whom of which are modeled after Monster Hunter level difficulty).
On the upside, I am quite generous with rewards for those that participate, both to the survivors and the not.