My RPGs are collaborative storytelling. Usually the game master, I often design elaborate world settings for my players to frolic in, but I'm learning to give more agency to the players. I love conversation scenes. I play grumpy old folk and characters with unusual superstitions. I'm interested in the influence of environment (at the table and in the game world) on play.
USEFUL/INTERESTING LINKS: Worldbuilding & the Okapi's Butt; Making the Tough Decisions; goblin dice; abstractions are leaky; print-&-fold minis; Paradigms of Play; papercraft dice tower; consequences as positive currency (Fate); Making Superman Truly Invulnerable (Fate Core); Rick Neal's essays (DFRPG); Level 1 Equivalent Damage (4e); improved skill challenges (4e); No Such Thing as D&D; Same Page Tool.
You will often find me in the chat; come on by!
CURRENT RPG HABITS: To accommodate my group's unpredictable schedules, I'm running short-form (mostly single-session) campaigns. We're looking into long-form game options which accommodate our situation.
CONTEMPORARY GAMING: Mostly fate games like fate-core, fate-accelerated, atomic-robo, and the Dresden Files Accelerated (playtest), but occasionally I run cthulhu-dark, do-potft, lady-blackbird, microscope, roll-for-shoes, and storium. I'm experimenting with game design, too: a fate-accelerated hack about holy werewolves, and a unique system inspired by My Little Pony: Friendship is Magic.
CHARACTER NOTE: Never short on Opinions and overambitious Ideas. I want to play a shulassakar and a musteval, and I have an elaborate SG-1 campaign I fear I'll never get to run.
My avatar is "Nøkken," by Theodor Kittelsen.
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