Game Master
Games are living things. Despite being procedurally run by a medium that is not alive -cards, computers, tokens - they live, and continue to do so within the player. It is then, a very special thing, to take the role of the medium, so that it too can live.
Becoming the game
Being a game master is all about incorporating the game as a person. Whereas board games might use cards, dice and tokens - or digital games use a phone, computer or console - games that use a game master offer the unique experience for a human to become the game.
My game mastering began with Dungeons and Dragons. At the age of 15, I had found some friends willing to play. One of them had more experience than us so naturally took up the mantle of GM. I quickly became enamoured with the game - and more specifically - with the idea of leading my own players through a story. By the third or fourth session, I had asked if I could run a one-shot, and since then the one-shot evolved into a campaign, and after a discussion, it turned out the original GM did not like her role, and was happy for me to take over. Since then, I have run multiple campaigns accross multiple character level and player veterancy, and I even tests different systems such as Hunter: The Reckoning, Call of Cthulhu and Blades in the Dark. I have also tried some lesser known systems, and playtested systems my friends were creating (which lead me to create my own).
But game mastering isn't just about Tabletop RPGs. Indeed, I have also participated in murder mysteries and social deduction games. To date, I am still passionate about Blood on the Clocktower, and innovation (and frankly put, improvement) on Werewolf. I take great pleasure in running games of Blood on the Clocktower and seeing the emergent narrative my players create after I provide them with a scenario based on the roles I give them. My favourite part is always the ending, where we all get to openly discuss the game and I reveal what has transpired.