Age: 42 Playstyle: Heavily inspired by cinema, screenwriting, and improv. Focused on themes and the narrative. My characters are always flawed and relatable - the desire for power fantasy is behind me. I work hard to create compelling characters who are tied to the other PCs and put those relationships and dynamics in the spotlight - whatever plot is happening is, IMO, merely backdrop for these character studies and relationships. One player called me a 'role-model' in the last game I joined due to how much I personified my character. I stay in-character for 95% of the session and very much prefer when play is 'in the fiction' instead of 'in the rules.' I really value everyone - GM and Players - coming together during session 0 to cooperatively determine what the game will be about , and then make setting, character, plot hooks after that. Adventurers who meet at a tavern or guarding a caravan are bland and make for uncohesive games, as each character (created in insolation) will have disconnected goals and ambitions and probably an implausible, paper-thin reason to work together. I'd rather build all of that up together from the very beginning. I'm largely uninterested in tactical grid-based combat but enjoy descriptive, fiction-first narrative combat. I also disprefer games where I, as player, am challenged to be efficient, cunning, etc. (most OSR games, for example) - I'll do what my character would do, consequences be damned. Timezone: CST Preferred games: rules-light systems that forgo the crunch, or ones that are evocative of their setting: Mouse Guard, most Powered by the Apocalypse systems, Fiasco. Best character in The Office: UK's David Brent - Steve Carell was never able to capture the cringe that Ricky Gervais did. Questions for you: 1. What within the hobby gives you satisfaction (I say 'satisfaction' and not 'fun' because sometimes we want other things than fun), and what do you do to encourage that? 2. What are 3 best practices have you picked up that you try to bring to every game you're in? 3. What are 3 words that you feel describe what the role of the GM should be?