- Hi. I've been reading the Forge for a couple of days. I was once a
rec.games.frp.advocacy regular, although discussion has died there
and it's been a long time since I posted.
Aside from engaging in other forms of roleplaying, I GMed a series of
tabletop-style fantasy campaigns online, over the course of about ten
years. In the last three years, however, I haven't played or run
anything. I used to GM much more often than I played, and life
became stressful in other ways. Eventually exhaustion set in, and I
stopped roleplaying altogether for a while.
I'd like to ease back into playing. I don't want to start out by
GMing: I felt as if I'd fallen into a rut by the time I stopped.
Playing in short campaigns in which I get to sample other peoples'
GMing styles and systems looks like it could be fun. I don't foresee
my running anything as ambitious as my old campaign series when I do
eventually GM again; circumstances are still pretty rocky and I doubt
I'd have the stamina.
Venues: IRC, PBEM, MU*. (I can write MUSH code, although it's been a
while.) I have ICQ, but the netsplits are ferocious and I wouldn't
attempt to game on it.
Preferences and Comments:
My schedule is very flexible.
Primarily Simulationist or Narrativist play is OK, but I'm no Gamist.
No number-crunching. There've been times when intricate rules have
fascinated me, but I have to feel like concentrating on them, and I
don't, at present. Rules-light is better now. I have no problem
with diceless; that's how I ran most of my own campaigns.
No combat, or occasional combat, is OK. Frequent combat is out. I
don't visualize well and it's a major effort to make any reasonable
tactical decisions without diagrams or miniatures.
Play should be rated G, PG, or PG-13. I don't want to deal with
rape, graphic torture, or abuse of children or animals. Eldritch
horror is OK; if I feel the need for horror of depravity, I'll read a
Genre: for longer campaigns, fantasy, horror, sf, or mystery. For
shorter stuff, I'm probably willing to experiment with other genres.
Character mortality: not a problem if the campaign is intended to be
short. For a longer campaign, however, if a character that 'clicks'
is lost, I am unlikely to be able to replace them on demand.
My fantasy campaigns were relentlessly political: intrigue is good.
I generally try to construct characters with built-in conflict. My
building is more develop-in-play than design-at-start: there's a
certain amount of stuff I need to figure out at the beginning to get
a grip on the character's current mindset, but working out a
background in too much detail has a tendency to be counterproductive.
- Hello hello! Welcome! Et cetera! (is not good at this greetings thing)
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