Undead Gem

DM Darkness's page

1,265 posts. Alias of Darkness Rising.


About DM Darkness

About me:

I've been playing roleplaying games since the D&D Red Box editions, where nobody who was anybody left home without a 10 ft pole and the tactically-approved response to encountering a Gargoyle* was "RUN AWAY!!!!" (Some monsters on the 1st level random encounter table had an asterisk by their name, meaning they could only be hit with magical weapons - even silver wouldn't do. Oh the fun we had.)

D&D is my first love, but I have also spent many happy hours playing Paranoia (where rules lawyers are summarily executed) and Call of Cthulhu (burn everything, and walk wide around the ashes). I discovered Pathfinder about 4 years ago; it's taken me a while to try out the PbP format but - after dipping my toe into the water in mid-2014 - I'm here to stay now, I think the medium is fantastic (in all senses of the word).

I played a Rogue (or "Thief" as they were called back then) in the original Tomb of Horrors, which taught me a lot about suffering - but also what RPGs should and shouldn't be about. Fundamentally I'm opposed to the 'adventure as meat-grinder' philosophy. For me, it is and should always be about the story. Which segues nicely into...

My gaming style:

As DM, I do not consider that my job is to kill you - it's to create challenges for you to overcome in a way that makes a great story. Death is a risk, sometimes a strong risk, especially if you are doing something stupid (YMMV on what constitutes stupid, of course). Without that risk, however, there is no story worth telling. I know people get very attached to their characters (at least, I get very attached to my characters) but it's a dangerous world and sometimes the dice just don't go your way. That said, there's absolutely no fun in a TPK.

Rules matter, and I generally play by RAW (or RAI if RAW is blatantly stupid); but so does narrative, fun and the rule of cool. Sometimes I'll simply have forgotten/overlooked a rule, which is usually a consequence of having played too many gaming systems, rather than early-onset senility (I hope). In such cases, I'm happy to be reminded of what the rule is and (depending on seriousness) will either retcon or play on with the understanding that in future the rule will be properly followed.

In terms of maps, I was originally firmly against, partly since I do most of my posting from my phone (except at weekends), but also because I have traditionally preferred that old standby known as "Theatre of the Mind". However, my recent experience of DMing PbP has shown me that some sort of map really is indispensable; I will therefore do my best to provide them, with the understanding that I can only update them from my computer which will slow things down slightly.

House Rules:

Natural 1 is always a fail (even Bjorn Borg occasionally double-faulted). Natural 20 gives you some sort of special advantage, which I will determine based on circumstances.

No critical fumbles.

Use of take 10/take 20 mechanics will be strictly regulated: it's a dice game, roll the damn dice!

No third party materials.

XP is awarded on a group, rather than an individual basis. You level up when the group XP reaches the target (e.g. 5 adventurers reach level 2 when the group XP = 10,000). I use the 'medium' advancement track.