AKA: What you need to know if you’re going to play in one of my games

I’m a story-driven DM. This means that I’m more concerned with relationships – between party members, between the party and NPCs, between heros and villains – than I am with keeping track of ammo and spell components. It also means that each campaign I run is designed and tailored for the players I’m running it for. Each story is a living, breathing thing that will grow and change based on how you, the players, interact with it. I put a lot of work into things, so actions have consequences. It’s also worth noting that because I work in homebrewed worlds, things won’t always work the same way as they do in standard D&D modules.
As far as I’m concerned, the DM’s job is to help players tell the best possible version of their story. That means powerful and inspiring heroes, equally powerful and terrifying villains, and a flexible framework of rules to help keep everything running smoothly. I employ house rules fairly liberally, am happy to homebrew almost anything if there’s a good enough reason for it, and I’ll do everything I can to make this game fun and satisfying for everyone. This includes:
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