Short Introduction:
Hello to anyone reading this profile, I will make this short as to not bore you too much. I have been playing RPG's for more than twenty years now, for the majority of that time I have been the GM in my circles. This has somewhat marked me for life in a way, I always think about stories, what could be interesting, twists to surprise but still be something that is believable. For the last ten years I have focussed a lot of attention on teaching certain aspects of the Role Playing activities. How it is not the solemn duty of either the players or the GM to make the game entertaining, it is the group as a whole. Which is something that people tend to be forgetting, you can only do so much on your own, but in the end it is the people that you RP with and your dynamics that will shine through. Before I start ranting about this subject I should properly stop otherwise it would no longer be a short introduction.
Stories and Games I like to run:
Should be noted that the below is in no way required, however it gives a sense of what kind of stories I like to read as well.
* Dark Fantasy - Usually I play in a world created by myself and that I have used around fifteen years expanding, it is a rather grim and dark place and the stories usually reflect as such.
* Heroic Fantasy - Fantasy story centered around heroes, the heroes being the players.
* Epic Fantasy - Could also be called High Fantasy. In essence the story lines I make usually have an end goal, something that is to be accomplished which will have some effect on the world and the history of the world. I make an effort to have the stories of each campaign, able to influence the world in some way.
Me as the GM:
There is a couple of things that I should mention. First of all, I am a firm believer in preparation, as such I have a tendency to make extensive preparations for any session, which is also why I sort of require the players to talk between session and communicate to me what they expect will go down the next session. I might have the major details planned, it would be nice to know what the players expect to happen so that it can become more believable. In other words I love to include the players input into the campaign.
* Always starts a campaign with the gathering of players and everyone sharing their expectations and why they are actually there
* Expects everyone to be able to communicate between Sessions
* Wants to include the Players in the story
* Likes to prepare
* Likes to set the mood and use the music to his advantage
* Prefers a living world (and loves making it to great detail), as such Creating NPCs and personalities for these, and hates bland and nobody NPCs
* Likes to press players out of their shell and try new things
* Prepares choices ahead of time if the players are struggling (should be noted, this will usually not be done unless asked, I prefer the players to have their creative freedom)
* Reflects between session, what went well, but more importantly what did not go so well and thus can be improved
Me as a Player:
My long GM carrier have somewhat damaged me, as in I do not have the same drive to play something certain. Rather, I like to talk with the group share our expectation, and based on that I would work something out with players and GM to find something that would fit and help the story. While in game my focus would be on the actual interaction, and the story as a whole rather than the minor scrawls. An obstacle can be nice, whether combat, trap or puzzle but if there is no meaning behind it, it will be something that I quickly gloss over.
Systems and Rules:
No matter what system I use for a given campaign, the story is always more important than the mechanics. I have experienced many different systems and can say there is no perfect system. As such I hate the terms RAW (Read As Written) and RAI (Read as Intended) as they usually describe something that excludes any kind of self-judgement. Most players know what is abusing the system, some take it in to account some don't. But if we start using the above terms that debate quickly flies out the window. I don't mind giving players a lot of way for creating characters and their background stories, of course I would prefer to be as much part of it as possible to have a better understanding of what the player wants. Though I must admit at current time I have a tendency to make Pathfinder campaigns. The system itself is very mechanic, just like 3.5 dungeon and dragons, but the way archtype changes the classes makes for a more varied play. Further it is a rather easy system to approach especially if you have played any kind of d20 system before.
With all that being said, I have plenty of experience with other systems...
Gaming Tools:
Roll20 - My virtual Board, used for campaign maps, and drawing a picture for the players (requires a user)
ObsidianPortal - My personal wiki for a given campaign, all the information that is readily available to the players are posted here, it is then possible to view at your own leisure once you have been invited (requires a user)
For Games using Voice Chat, Discord would be prefered
Something that might come as a surprise to many, I do not use Myth Weavers at all.