A House of Plenty
GM
Hi! I'm Nel. Geeked to play something with you.
I think play and stories are some of the most important parts of our experience on this earth, so if you end up at a table I'm running, know I'm really honored and delighted. As a GM (or whatever) I really lean into cooperation, shared storytelling, and roleplay. And I really do get a kick out of supporting how my table-mates want to play, so let's communicate!
As a player, I want to explore themes of friendship, camaraderie, speculative futures, implausible joy, and all kinds conflict through TTRPGs. I'm really familiar/comfortable with a handful DnD systems as well as Powered by the Apocalypse - and I'm dipping my toes into Vampire the Masquerade as well as Lancer. I like to say I'll play anything thrice, so let's try something new and fun!
I'm black and queer and in so many ways divergent from what's considered normative - this shows up BIG in how I like to play and tell stories. I hope you'll bring your full self - including parts to be explored - to our tabletop as well! We can (and should!) use our adventures to center our all too often marginalized experiences - after all, if it's fantasy, we truly have nothing to lose but our chains.
And if you catch me around the shop outside of a TableTop RPG setting, still be sure to holler! I love play at large. Currently craving Splendor, Small World, and Scythe. But like I said, I'm down for whatever! However, I have to warn... outside of co-op/storytelling games, I'm pretty ruthless.
See you at Opal Grove,
-nel
System
Dungeons & Dragons 5th Edition (with Witch+Craft)
Summary
This will be a gently modified version of the adventure published in Astralago Press's Witch+Craft. In addition to concocting proto-typical sword & sorcery adventurers, players' characters will also be makers of a particular craft, supported by Witch+Craft's very elegant and satisfying crafting system.
The themes and mechanics of the game tend toward sentimental and cottage core. Non-crafting elements will be played using D&D 5E rules. The adventure will unfold on the island society of Cape Verde (think of a more or less ideal high fantasy society).
The party will make things, break things, fix a house, and ruin a plot - or have a good time trying. There will be combat - this will probably run just a shade less cottage core than the book prescribes.