Currently: Playing in a DnD 5e campaign.
Previous Campaigns I GM'ed:
Heroic Adventures in Spaaaaaaace
This Fate Core campaign ran for 42 sessions and saw the players go from being crew members on a starship, to guerrilla fighters on an alien planet, to average joes on Earth, to private detectives, to secret government agents, to finally leaving the agency to form their own mercenary company. You can read my writeup for this campaign at: google doc
The Adventures of the Mouse Guards
This Mouse Guard campaign wasn't as long as my Fate Core game, but followed the characters across various missions ending in a climatic fight against the nefarious Lobo and his band of Mouse Guard hating rebels as they stormed the fortress of Lockhaven. You can read my writeup for the campaign here: google doc
Rise and Fall of the Boom Squad
A Venture City campaign following the exploits of a new superhero team named The Boom Squad and their tragic decline from hero to zero. Watch as they fail to foil a bank robbery, get hostages shot, sink an island, leave a team-mate to die, prompt a government crackdown on superheroes, get sent to Superhero prison, escape from prison, and fly off into the sunset inside a school bus (seriously). You can read my writeup for the campaign here: google doc
Exploring the Ninth World
A Numenera campaign during which a group of explorers wandered around seeing the strange sights of the Ninth World. They explored an underground facility dubbed The Geneforge, a contraption cable of creating and modifying life itself. They escorted a caravan from the eastern border of Naverene all the way to the edge of the Westwood hundreds of miles away. They explored the Westwood getting involved in a dispute between a small logging village and a tribe of Culova. They climbed to the top of the massive Emperor of Green discovering the secret base of the Convergence hidden away there. More adventures followed until, tired of journeying across the lands, they bought a boat and sailed off to take their travels out into the unexplored waters of the high seas. You can read the exploration log here: google doc
Eberron: The Sharn Watch Season 1
The city of Sharn was tired of hiring adventures to deal with problems the average watchmen couldn't. They're expensive, destructive, and each time a new problem comes up you have to find an entirely new group of them. Thus a new branch of the Sharn Watch was formed. This first seasons of the campaigned followed the new squads struggles during their first two weeks on the job. Their first case? Find what is causing magical portals to open up randomly about the city unleashing monsters on the citizens and put a stop to them. I plan to do a Season 2 of this campaign in the future dealing with the aftermath of what transpired during Season 1. google doc
Misc
Played/run a number of Fiasco and some other one shots on weeks when some of the group couldn't make it that week. Did a handful of Covert Ops sessions when the group was between campaigns and really liked the system.
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Available: Saturday and Sunday nights