Why D&D
D&D has been present in my early childhood being portrayed in cartoons and movies alike. This sparked my imagination as a child making me think of unlikely worlds and the characters that would live in them, how they would look, act, feel and perhaps most importantly, impact the world around them
Running D&D Campaigns (DMing)
Ever since volunteering myself to DM the first ever campaign we played in my tabletop group I have never looked back. From crafting intricate worlds rife with conflict and interlocking politics to the heart-wrenching encounters between the party and their inevitable nemesis. Running D&D has been a joy and has taught me to organize, plan and then plan some more, because nothing beats the stunned expression on my players’ faces when a plot twist is revealed.
Feats
-
Improvisation. All too often a DM is put in a situation where something unexpected happens, quick wit and no small part of gusto often turns an unexpected turn of events into unforgettable moments.
-
Collaboration. When I first started DMing I felt the need to challenge my players, push them with traps and trickery into a corner. Which was fun for a while, but a far cry from what the game was like when I started listening to what the players wanted. How they wanted their characters to play out, their plans and ambitions. When I started working with my players instead of against them I felt my games were taken to the next level.
-
Organization. Keeping all your ducks in a row when you are running a three year long campaign is as challenging as it is daunting, but my love for the game has pushed me to get over my messy tendency and really organize notes to keep track of everything that I need to keep running my games smoothly.
-
Language. D&D has been a constant source for practicing my English skills both spoken and written with friends, often slipping into bad accents and wacky voices just for the fun of it.