"What does it mean by speak, friend, and enter?" -- DM Gandalf The Grey
Backstory: Welcome to the online home of DM Robert, a.k.a. Raspberry Bulette -- a "wanderfully wondering monster" of a Dungeon Master. My passion is DMing, and I run kick-butt games of Dungeons & Dragons for flint-hearted adventurers of all ages and stripes, across all four corners of the world, both real and virtual. Currently laired in Japan by way of the American Deep South, I have more than three-and-a-half decades of hard-earned D&D experience in total, with almost as many years behind the screen DMing.
Over the past decade, I've run D&D both in Tokyo (at Otsuka RPG Day), Nagoya (at the inaugural KaijuCon), and here in Okinawa professionally -- for after school programs at educational NPOs, at local universities, at FLGSs like Kappa Castle and Saikorodo Seaside, and for a diverse range of private groups. On a voluntary basis I have run D&D for numerous members of the U.S. Military, both on and off base, and I serve the local D&D community by maintaining D&D Okinawa, a burgeoning private FB community connecting its 800+ members together in TTRPG excitement!
I am a co-founder, organizer, and regular DM and Player for the flourishing Seven Winds Okinawa (7W) gaming group. Soon to be in its fifth year, it boasts a stable of half a dozen amazing DMs, running different games of homebrew D&D in our original, collectively-authored Sword & Sorcery gameworld. The 7W has a roster of more than two dozen active international players, in multiple regular games across the week. (We take our fun seriously!) As part of the 7W I've personally run hundreds of sessions of D&D for many dozens of players, both in-person and online, using a broad selection of the latest game/connectivity platforms and digital toolsets.
My chosen profession, educator, demands that I be a lifelong learner, and this also positively impacts my relationship with D&D. Not a day goes by that I don't discover something new and exciting about "the world's greatest roleplaying game" -- including present, past, and upcoming editions. This state of constant discovery leads me to imagine even more innovative ways of sharing increasingly satisfying experiences of D&D, while bringing together a rich panoply of new and returning players in the spirit of High Adventure.
I am absolutely convinced that there is no better way than this for me to speak "friend" through the game I love.
PREREQUISITES
🤗 Opt-in INCLUSIVITY -- anyone can join games that feel right for them
💖 Supportive, friendly, and PROFESSIONAL DM DEMEANOR that's "always on" before, during, and after sessions
🦺 SAFETY TOOLS, always in place, selected from a robust suite with which I am fluent
🤝 GAME ETIQUETTE is based in reciprocity -- everyone is encouraged to be the kind of Player they want to see at our table
🔑 OPEN COMMUNICATION is the readiest of skeleton keys, opening even some of the most stubborn locks, both in the game and beyond
💰 You won't need any STARTING GOLD, since I don't seek filthy lucre for introductory games I run
ON YOUR TURN
⚖️ Exercise Player AGENCY in situations of extreme exigency, and the outcomes that flow naturally from these tough choices
🧭 Valiantly EXPLORE a vibrant Sword & Sorcery world of ancient ruins, weird wildernesses, and tenacious settlements
🎭 Dive headlong into compelling SOCIAL DYNAMICS with intriguing NPCs and Monsters, whose attitudes range from friendly to hostile
⚔️ Pulpy, freewheeling, COMBAT-ready adventures focused on exhilaratingly deadly personal battles
DOWNTIME ACTIVITIES
📜 Players transform into collaborative STORYTELLERS by recounting adventures in our shared Chronicle -- prose, art, music, whatever your Muses demand
💪 Develop RESILIENCE and CONFIDENCE as a Player through your personal, inquiry-based D&D learning journey
DM'S HANDY HAVERSACK
🎤 Professional VOICE ACTOR and NARRATOR -- close your eyes and be swept away by evocative voices and vivid descriptions
🧌 Best of both worlds -- games blend contemporary D&D RULES (5E/One D&D) with a classic Old School FEEL
🧠 Theatre of the Mind playstyle for total IMMERSION and the ultimate sense of FREEDOM
♟️ Carefully curated selection of VTTs to support TACTICAL GAMEPLAY
🎨 Bespoke GAME ASSETS (art, maps, tokens, character sheets, music, etc.) tailor-made for your adventures
TOOL PROFICIENCIES
🛠️ Near-effortless initial TECH SET UP -- access the latest game/connectivity platforms and essential digital toolsets in just a few easy clicks
"Reality is for people who can't face Fantasy." -- DM Tom Waits
Personality Traits, Ideals, Bonds: Inclusivity, Knowledge, & Communication. ALL are welcome. I place a premium at tables I DM for on "opt-in inclusivity" -- which simply means you join games that you think are going to feel right for you.
While the games I run are for anyone in theory, they are at the same time the kind of games I personally want to run, and so they might not be for everyone due to differences in fit. This is a feature, not a bug.
Which is why I'll ensure you have more than enough information to make a sound knowledge-based decision about our mutual Player/DM-fit before any dice are rolled. And after you opt-in, I'll check in with you during and after the game to make sure you're feeling like you're exactly where you want to be. Here communication is the readiest of skeleton keys, opening even some of the most stubborn locks, both in the game and beyond.
Agency, Outcomes, & Immersion. "OK...but what does your character do?" Players are in the driver's seat via their PC (who is not merely their character sheet), and your in-game choices you make for them matter A LOT.
Player agency in situations of extreme exigency (that "rock and a hard place" they used to sing about) and the outcomes/consequences that flow from that help create a thoroughly satisfying sense of true immersion, especially over the long term, which is the summum bonum of D&D (and not the f-word, which we will come to presently).
A path is made...But just as your PC is not their character sheet, the map is also ultimately not the territory. "Without wings, without wheels..." Together with your PC's intrepid party, you will trip a path through the light fantastic as you roam an immersive and "living" open-world in a play style that first demands and then ultimately rewards, attentive, active Players. (Take notes. Review them. Be proactive! Don't react!) Games feature a heady mix of exploration, roleplaying, and combat (the three pillars of D&D), often prioritized in that order.
Horse, then cart. The f-word, while absolutely indispensable, always follows from walking the path of High Adventure, but it does not lead. Fun (wait, which f-word were you thinking of?) is just what we happen to have along the way as we play to find out what will happen. Or, to hack a proverb: “Fun thrills the Player, but satisfaction brings them back to the table for a lifetime.”
Play experience: Contemporary D&D rules (5E/One D&D, and beyond) with an Old School feel. Q: What if 1974 and 2024 were one? A: Why, the "O5R" of course! For those new to the game, I aim for a "learn-the-rules-as-you-play" approach that encourages brisk, natural play patterns, while still making ample space for out-of-the-box thinking and experimentation, and anything else that even sly old grognards might want to throw at me. Please! Go ahead and blind that BBEG with their own cape, and hoist this DM by his own petard. And while you're busy kicking butt with your PC, I'll keep the gaming libations flowing by serving up a potent brew of D&D that marries the best of 5E/One D&D with all the incredible, unbounded, and uncanny creativity that the OSR has to offer. Cheers!
Delving deeper...playing regularly with living D&D legend Tim Kask over the past two years has vividly reacquainted me with the absolute importance of challenging both the Player Character, while at the same time evoking the lost art of directly challenging the Player. Steel yourselves for the crucible!
For the sake of fairness and impartiality, Rules as Written (RAW) forms the numerator of the equation of my games, while DM interpretation and adjudication, ultimately underpinned by "Rule 0" ("the GM is the final arbiter of all things in the game"), forms the denominator.
Rule of cool? Sure. But when I'm DMing, not before I make the rules themselves cool. My own way of taking up the gauntlet that the 5E Dungeon Master's Guide throws down (PART 3, "Master of Rules" on p. 233) is to fluently command the rules, while also going far beyond them in pursuit of High Adventure. This is because the rules, while an absolutely essential means, are not an end in themselves. Conveniently, the "rule of cool" requires no knowledge of the actual rules of the game. But making the rules themselves cool (the High Road in my book) does, in spades. It's a subtle balancing act that I both delight in and excel at!
Safety: Since I run games for some tables with Players who are children (only with parental permission and/or accompaniment), and other tables where all the Players are adults (18+), content and tone varies accordingly.
That's why clear, up-front content warnings, individualized for each adventure, empower safe, knowledge-based, opt-in experiences. Safety tools, always in place, are selected from a robust suite of which I am fluent, including: Breaks, Debriefing, Lines and Veils , Content Checklist, Session 0, and Stars and Wishes. Importantly, we will also practice using these safety tools well before we even play, so that no one fumbles when it comes time to actually wield them in the heat of the moment during a game.
I maintain social, political, and personal neutral ground via a strict "no real-world politics, no real-world religion, no super-personal stuff" policy at the game table, and in other forums (real and virtual) where Players and DMs interact related to our game. We check such worldly encumbrances at the doors of our game rooms so that we can welcome the whole world to our table, tabula rasa. This approach tends to quickly forge strong "gaming friendships" first, while opening up room for enduring friendships to develop over the long run.
Make. Believe: Almost all of my current DMing and world building happens in The Seven Winds (7W), a collaboratively authored Sword & Sorcery gameworld I share with other like-minded DMs, in which High Adventure has been paramount for more than half a decade.
Ancient, unmapped, and mostly unexplored, The Seven Winds is littered with the isolated ruins of fallen civilizations, covered by vast swathes of remote, savage, weird wilderness, and sparsely dotted with tenacious settlements that cling to the candle-in-the-wind peculiarities of an all-too-human order in a world rife with chaos and darkness.
Relatively low-magic, low-technology, The Seven Winds is grounded in fantasy versions of social and societal hierarchies that hold up a funhouse mirror to the real-world. It is grittier, darker, and more violent than many contemporary gameworlds, with elements of cosmic, often eldritch creatures, that aren't a staple of mainstream fantasy. Horrible, esoteric, utterly deadly, and often not found in any manual, monsters in my games want to eat you alive in weird ways that would make even an Otyugh green with envy. The horror...
As your (quite likely, but not necessarily, barbaric, sword-wielding, antihero) PCs engage in exciting and violent adventures, the focus is often on personal battles rather than world-endangering matters. Overarching and overly-complex stories and metanarratives BEGONE! These pulpy, freewheeling, episodic adventures in The Seven Winds often eschew overarching themes of "good vs evil" in favor of situational conflicts that pit morally gray characters against one another to enrich themselves, gain knowledge and power, defy tyranny, or to seek glory and fame as they crush their nemeses, see them driven forth, and hear the lamentations of their people. (Jaasir El Dada, Vizier to King Ishak: "That is excellent! That is excellent.")
Zooming in on these nemeses, my (humanoid) NPCs are legendary for feeling and sounding real (I do some intense voices), and always maintaining a proactive stance. Yes, when you go down in combat, the ruthless ones will deliver the coup de grâce, and probably a zinger of a parting shot to boot. Or the avaricious ones will ransom you for gold...if you're worth it. Or the unhinged ones will do whatever other more extreme deeds (“righteous perversities and witty mutilations") suits their needs or the dictates of the dark masters they serve.
These NPC nemeses have their own agendas, and you and your adventuring party are merely obstacles in their way to be overcome. But you can't stop them if you don't try. Here it's worth noting that the DM is only a "storyteller" in the game of D&D in one and only one situation: if the party does nothing to thwart the antagonists, then the DM knows exactly what will happen! THE END (for your PC). But The Seven Winds blow ever, ever on...
Adventuring gear: I run games both online and in-person, using a broad selection of the latest game platforms, essential digital toolsets, and other tried-and-true methods, including: Theater of the Mind, Owlbear Rodeo (2.0), Physical and Virtual Battlemaps, D&D Beyond (resources and assets), D&D Beyond Maps, Discord (a carefully-curated Community Server), Text (yes, this is a thing -- Seven Winds legend Kelly and I played via text for months), Zoom, and Google Meet.
Proficiency in Survival: I strive to maintain a supportive, friendly, and professional demeanor both during and in-between sessions. Ask me anything game-related, anytime -- the help desk is always open! The brass ring here is for everyone involved to develop more overall resilience through a spirit of open inquiry into all aspects of the game, alongside realizing an increasing sense of self-reliance and confidence as they take charge of their own journey of D&D-related learning.
Flaws: Too numerous to list! Play with me long enough and you're sure to uncover a few. Please bring them to my attention. I do not shrink from this, I welcome it. Luckily my ears remain keen and my mind open, so I have proficiency in making list-shortening D&D lemonade out of constructive feedback that's coming from a good place.
Roll Initiative | Book of Faces | Instant Summons | Marks the Spot | Cords of Dis | Mirror Image | A short piece of fine copper wire
"Full of myself; I left you behind; As if I could, possessed by Quixote's dream; Went to fight dragons in the land of concrete." -- DM The Raincoats, Adventures Close to Home
I love running all flavors of D&D, using the best of both new and classic SYSTEMS, for all ages, levels, numbers, and types of Players, both online and in person, and in a variety of convenient formats.
Let's break that down a bit.
Flavors of D&D fantasy can truly run the gamut: Heroic Fantasy, Sword & Sorcery (hands down my favorite!), Epic Fantasy, Mythic Fantasy, Dark Fantasy, Intrigue, Mystery, Swashbuckling, War, and even a little Wuxia here and there! Play with me long enough and we will "dip our toes into the darkness" of them all. Even better, tell me up front what flavors of fantasy most excite you, and I can plan a game that features that feeling!
In terms of game systems, that means from 5E/One D&D to anything from the vast, idiosyncratic, and fascinating Old School Renaissance (favorites include Dolmenwood, Dungeon Crawl Classics, Lamentations of the Flame Princess, Mörk Borg, Old School Essentials, Lion & Dragon, Sword & Caravan, Swords & Wizardry, and so on), and even as far back as a little "D&D Amber" (à la my current DMing sensei, Tim Kask).
I run D&D for all ages of Players, normally 18+, high school age (only with parental approval), or even younger children with a supportive übergeek parent/guardian directly present at the table.
Players of any/all levels of experience are welcome together at the games I run, from wyrmlings (absolute beginners) to ancient dragons (seasoned veterans), and all the young adult dragons (intermediate players) in-between. Our mixed-experience-level table helps Players to learn how to interact with peers who may have different skills, interests, and abilities, and develop empathy, cooperation, and communication skills as they learn to navigate the game together as a heterogeneous team. (Kind of like a real-life mirror of who comprises the adventuring party in D&D, and how they synergize.)
In terms of numbers of Players, less is (counter-intuitively) usually merrier. The sweet spot for D&D in a face-to-face game is around 4-5 Players. Online I prefer even smaller groups of 3-4. I have run too many "one-on-one" sessions to count (1 DM : 1 Player, which properly speaking isn't called a "solo" session, that would be you running the game for yourself, which is also a thing I also do for myself sometimes), and it's something I do love doing. Once in a blue moon I will even accommodate larger tables of up to 9 Players in person, or up to 7 Players online, more being at times contrarily merrier.
No matter what kind of Player type you are, you'll enjoy a game that's tailored to your needs. Actors, Explorers, Instigators, Fighters, Optimizers, Problem Solvers, and Storytellers? All are welcome! And each type has an essential role to play at our table, as they complement and enrich the others.
I run games both online and in-person, using a broad selection of the latest game platforms, essential digital toolsets, and other tried-and-true methods: Theater of the Mind, Owlbear Rodeo (2.0), Physical and Virtual Battlemaps, D&D Beyond (resources and assets), D&D Beyond Maps, Discord (a carefully-curated Community Server), Text (yes, this is a thing -- Seven Winds legend Kelly and I played via text for months), Zoom, and Google Meet.
Formats (time-length and number/frequency of sessions), can be customized to suit the needs of different Players and Groups. Lengths of games range from one-shots, to short-medium-term adventures (as few as 2-3 sessions out to dozens of sessions), to epic, multi-year campaigns. Times for sessions can be a short as 1 hour to as long as "how long do you have to play today?"
Advance scheduling helps me to be able to more completely accommodate your needs. Contact me for availability, pricing (both free introductory and paid games are currently available), payment methods, and all other inquiries.
Roll Initiative | Book of Faces | Instant Summons | Marks the Spot | Cords of Dis | Mirror Image | A short piece of fine copper wire
"The two of us (my PC and I) together are needed for the game. Since each of us was several, there was already quite a crowd." -- DM Deleuze
DM Robert is a masterwork DM. His style harkens back to days of old, where young kids used their imaginations, some pencils, paper, and maybe some graph paper.
His descriptions pull you into a world of fantasy that you swear is real, and makes you want to save it from the evil monsters ever-lurking in the dungeons he creates.
After playing with him for several years, I can say that one of his best qualities is his tendency to try and get to "yes" for any player action. He rewards good roleplaying and encourages players to really dig deep into the characters they've created.
It's been an honor to play with him and he's always welcome at my table.
-- Mark McMichael (Author of The Chronicles of Vargo Series; DM/Player, Seven Winds Gaming Group, Okinawa)
“Play it like you stole it”
Grime, the 1000 pound, 8 foot tall Goliath stood atop the stone wall, the haze of the blood-red schwiff leaf wad, recently spat out, still fogging his brain. The stone guardian below flung one party member, then another… limp rag-dolls tossed into the wind, the refuse of “Expendable Adventures, Inc.” living up to their namesake. Nodding to himself, there was only one course of action.
“WITNESS ME!” Grime bellowed, and threw himself off the wall. He sped downward, his massive bulk only adding to gravity’s draw. Grime rears back his mighty ham-fists into a massive overhead strike, aided by his considerable size and now, momentum.
“Roll to hit, with advantage” says DM Robert.
Dice tossed… 1, and 1. The players sit in stunned silence… then erupt in laughter!
Grime, completely missing his target, slams into the ground, taking massive, life threatening damage. The shockwave of his combination face plant, belly flop sends impact tremors, knocking anything and anyone not firmly attached to the ground, including the, now prone, stone guardian. The remaining players use this to their advantage and pick the thing apart.
Grime quietly sheds his mortal coil, and returns to the halls of his forefathers for an afterlife of drinking and fighting. High fives, handshakes, smiles, and congratulatory pats on the back end of the session.
Robert’s gift to gaming is his ability to turn failure into success, to make a dramatic moment, turn it on its head and give the player what they are really looking for.
“Play it like you stole it” is not an easy playstyle to handle, but Robert manages to make every death glorious, every miss a hit, and to constantly fail forward.
Life is cheap, but the story goes on. This is the experience you and Robert can craft together.
-- David W. (Player Emeritus, Seven Winds Gaming Group, Okinawa)
I’ve often remarked that DM Robert has probably forgotten more about D&D than I could ever hope to know!
I stand in full witness (and often awe) of the scenarios and the worlds that he has conjured and put various groups through, both in-person and online.
Over the years, I’ve played in countless sessions of his crafty design, which can run the gamut from hilariously raucous to deadly serious all within the span of a few hours’ time; and all encapsulated inside his unique, collaboratively created Seven Winds game-setting
He is a Game Master who manages to produce super-fun session results under a variety of conditions, locations, and/or fluctuating numbers of players.
Robert possesses a deep well of experience both as a player and as a DM (like multiple-sessions-per-week-for-years-on-end kinda deep!); endless resource materials, and a masterful grip on the 5E core ruleset.
On all things D&D and D&D adjacent, inclusive of content from the very beginnings of the hobby through today, you and your group simply cannot go wrong by engaging someone of his caliber to run your one-shot or a full-on campaign! Highly Recommended.
-- Boonie Dog / Alex H. (Concept Developer and Co-Author of the forthcoming Nebulith RPG setting; DM/Player, Seven Winds Gaming Group, Okinawa)
No Dungeon Master has challenged me more as a player than DM Robert.
With his ability to completely immerse you into every scene, whether it is exciting combat, exploration, or social interaction, you will find yourself totally invested into every moment.
Not for the faint of heart, in Robert's games, the world feels alive, along with all the beauty and the ugliness of it. Also his NPCs are fully fleshed out, with motivations, plans, and schemes of their own. The enemies and monsters in Robert's games are smart, and completely ready to kill your PCs.
Mechanically, Robert's complete grasp of the rules will make any game run smoothly and efficiently. Yet his ability to know when to skirt the rules, or look the other way, is inspired.
Lastly I have seen Robert nurture many new players and old players like myself, watching them grow from beginners and self proclaimed minmaxers to real role players. While Robert is not my favorite DM I have ever had, he is truly the best DM I have ever had.
-- Rey (DM/Player, Seven Winds Gaming Group, Okinawa & America)
What can I say about DM Robert? Well, he's cold, cunning, heartless, cruel, infallible, and inventive!
No wait...those are the enemies he'll be creating for your PCs, should you be wise enough to take him on as your DM.
His games are challenging. Enough so that I've had the pleasure of a few characters dying over the years in Robert's games in The Seven Winds. But I remember every one...and you will too!
Come live, and perhaps die, in the Seven Winds with DM Robert - where the RP is heavy and the gaming anything but!
-- David B. (Founding Player, Seven Winds Gaming Group, Okinawa)
Robert is the best DM I've had the pleasure to play RPGs with.
Here's why.
He'll present rich locations with masterful descriptions to immerse you in the scenes. Tempt you with dilemmas and intrigue. He'll personify NPCs and monsters as they deserve, with their own goals and flaws to bring them to life.
Robert's games are fun, challenging, and captivating. He can adapt to any player or group, from first-timer to grognard.
He's always very level-headed and easy to talk to. You will immediately feel comfortable with his friendly personality, and secure in his confident and knowledgeable running of the game.
I've found myself becoming both a far better player and DM experiencing Robert's outstanding games. I'm certain everyone who plays with him feels the same.
-- Paul R. (Founder, DM/Player, Seven Winds Gaming Group, Okinawa & U.K.)
Are you an old school or new school D&D player?
Well with a DM like Robert, it really doesn't matter. He will guide you through epic quests, intense battles, and magical mysteries.
I have been a player in DM Roberts games sessions since Jan 2022, Robert has hosted 28 sessions in The Seven Winds Okinawa Saturday Campaign playing every other week which has different games going throughout the week.
Why Choose Robert?
- Imagination & Creativity: Robert crafts immersive worlds where every session feels like a new chapter.
- Inclusive & Engaging: Every player is welcome and valued. Enjoy collaborative storytelling where your choices truly matter.
- Expert Rules Knowledge: Robert ensures a smooth and enjoyable experience for both seasoned adventurers and new players.
- Dynamic & Fun Sessions: From heart-pounding battles to cliffhangers, Robert makes each game session memorable.
So whether you're searching for treasure, solving ancient mysteries, or forging lasting friendships, Robert is the guide you need.
-- Steven (U.S. Military Service Member; Player, Seven Winds Gaming Group, Okinawa)
I’ve played with Robert for a couple years now. I started with him when I was an absolute beginner.
At that time, D&D really meant nothing to me. I was completely clueless. The closest thing that came to mind when I thought of RPGs was Skyrim. (Yes, the console game!)
Needless to say I was nervous at the time, as I was aware that I was going to be in a game with very experienced players. However, going into my first game, I can honestly say Robert was a fair DM, and made me feel as much a part of the game as the veterans by making my experience just as important, while also not always holding my hand. He made the game fun for everyone.
We have also done “side quests” if you like with just my character and the DM to help build up my character and help me understand the world and the mechanics of the game which was very beneficial and fun to play.
I feel Robert as a DM has a solid understanding of how to manage the game, given the different levels of players and different levels of PCs in it. He will use different elements and styles to keep the game engaging and interesting. For example, he will often bring the NPCs to life by voice acting, and when he does, it’s brilliant and contextual. And at other times will simply describe the character and nuances of the situation you are in.
As a player I don’t need to play Skyrim anymore, since DM Robert takes my imagination to new worlds, tough choices, and decision-making under pressure that a game on console just couldn’t.
I’ve had 3 characters so far. somehow still alive by the skin of their teeth. That's thanks to my party, but also thanks to a great game and DM, who is passionate and very much in touch with the players, the world, and the characters!
-- JT Phiri (Player, Seven Winds Gaming Group, U.K.)
I want to enthusiastically recommend Robert for anyone who's looking to join a Dungeons & Dragons campaign.
I've had the pleasure of playing in his campaigns for a few years, and he has consistently proven to be an exceptional storyteller and facilitator of immersive role-playing experiences.
Robert possesses a remarkable ability to create rich, dynamic worlds that captivate players from the outset. He meticulously crafts intricate plots and quests that seamlessly blend narrative depth with engaging gameplay. His dedication to preparation ensures that every session is both challenging and rewarding, offering players a sense of agency while maintaining a cohesive and evolving storyline.
He also fosters a welcoming and inclusive gaming environment. He encourages creativity and role-play, adeptly balancing individual character development with group dynamics. His patience and flexibility accommodate diverse player preferences and ensure that everyone feels valued and involved in the unfolding story.
Overall, Robert's passion for Dungeons & Dragons, coupled with his proficiency in world-building and game management, makes him an outstanding choice as a game/dungeon master. I wholeheartedly recommend him to anyone seeking a dedicated and talented storyteller who can elevate their gaming sessions to new heights.
-- Schene (DM/Player, Seven Winds Gaming Group, Okinawa)
I must come at this from a unique angle. You see, I have been playing with Robert for over 30 years. I’m 99% certain I was his first DM. A quick note, I started playing in 1982 and was running games by 1983. Robert started coming to games in the 1990’s. I said that, to say this: Conan was born on a battlefield. Robert was born in the old school.
Robert was part of my D&D, MERP (Middle Earth Role Playing), Rolemaster, and Vampire the Masquerade games. The qualities that I saw in him then as a player he still possesses now. And that is a rare thing. From the start I admired his playfulness and humor. I could hit him with a crazy scenario and he would take a breath, laugh, and then dive in completely in character.
Actual example: Robert’s favorite character at the time was a hybrid bard/warrior-mage. An evil cleric used a Black Channel spell to curse him and a failed resistance roll later I told Robert that his character’s hands fell off. Robert laughed and laughed. ‘No really’ he asked, ‘what happened?’ Your hands fall off. Your sword drops to the ground. Robert, now serious… ‘Okay,.. here is what I do.’ He didn’t get angry. He didn’t argue. He didn’t even miss a beat. He just reacted. Immersing yourself in the game and thinking on the fly are key to being a good GM and the kid had them from the start.
And his charisma. By Odin’s beard and the ivory hips of Ishtar. He was always bringing in new people to sessions. Great, interesting players from all walks of life. Evenings became like Rolemaster meets Club 54, I wouldn’t have been surprised if he walked in with David Bowie. I can’t even tell you my favorite "Robert’s magnificent charisma" story. It’s a kind of magic. You’re gonna love him because everyone loves him. Honestly, he is the most personable human I know.
I also had the honor of being a player in his very first game. He did exceptionally well *note- although he did hand out too much treasure, which I never told him, but he is seeing this now. Most importantly, we would hang around for hours in the parking lot after playing and talk about game theory, about sessions that worked, about what didn't work or could have worked better, about homebrew rules, etc. As a player and GM in the 90’s he spent hours after the game dissecting the session or just talking lore.
Nowadays WOTC wants to sell you a shiny new high fantasy D&D experience. Robert can run that just fine and race it until the doors fall off. But if you let him, he can take you for a spin in what we spent all those evening after game sessions building, which is a sword and sorcery rat rod of a game. The rust, dents, and imperfections make it unique. It’s all heart and it runs on sweat and force of personality. It’s never really finished because it is always learning and building on what came before.
I could go on. But I don’t want to bore you.
There comes a time thief, when the gold loses its luster and the gems cease to sparkle and all an old DM has is his love for his favorite student (friend). So the last I say is this, you can only hope that the people you bring into the game exceed you in creativity and talent. Robert does that. You won’t be disappointed. Nowadays I just want to be as good as he is.
-- Gasolinemoth (100% DM Robert's first, and favorite, DM)
Roll Initiative | Book of Faces | Instant Summons | Marks the Spot | Cords of Dis | Mirror Image | A short piece of fine copper wire
"Unto you daring explorers and adventurers and whoever has embarked beneath cunning sails upon dreadful seas; Unto you who revel in riddles and in twilight, whose souls are lured by flutes unto every treacherous abyss: For you do not care to grope around for a rope with a cowards hand; and where you are able to guess you hate to calculate.” -- DM Nietzsche