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Introduction to Myself

I'm more-or-less a novice GM/DM and shall use this blog to jot down a few notes about games I run (and possibly those I play in).  Not sure exactly how much I'll write or even what I'll write, as I wouldn't want to give away any secrets that players may potentially see here.  Hopefully I'll be able to keep it generic enough without giving anything away.  I'll have to be careful about write-ups of adventures that I run as well, as the world I'm running will be persistent and following players could find out a bit more than they should be what previous PCs have gotten up to.

Technically I first ran a game in the mid-1990s - that game was Games Workshop's Judge Dredd the Roleplaying Game, so I would have been a JM (Judge Master) rather than GM or DM, though it only went on for a few sessions. 
For simplicity's sake I'll refer to the person in charge of the game as the GM.  I've also technically participated in RPGs in the 1980s, 1990s, 2000s and 2010s, though I haven't played anywhere near as many games as that would suggest.  Games I've played in that time include (but are not limited to) Vampire: the Masquerade, Warhammer Fantasy Roleplay, Fighting Fantasy, Call of Cthulhu, Dungeons and Dragons, Traveller, Twilight 2000, GW JDRPG (as player and GM), Song of Ice and Fire, GURPS, Fate (or possibly Fiasco) and Conspiracy X.

I've been in a regular gaming group since around 2011 or so, starting with a 3.5 campaign based on an original copy of Keep on the Borderlands, but heavily modified by the DM.  That DM was joined by another who ran a 3.5 campaign based on a homebrew setting and the two took turns.  After the Borderlands campaign ended another player started a Princes of the Apocalypse campaign, which was our introduction to playing 5th edition.  We took turns playing 3.5 and 5th until the 5th ed DM and his wife had a baby and found he didn't have a lot of time reading up before each session.  

Encouraged by one of the players I had started worldbuilding for a campaign of my own in late 2016.  Some of the worldbuilding actually just involved writing down ideas that had been floating around since the early 1990s.  I'd actually put some of those ideas down on paper at that time - literally, in the form of a comic strip which was due to be published.  Unfortunately the would-be publisher disappeared with the pages I produced and nothing ever happened to them.  The main worldbuilding was done in November of 2016 though it took me until April 2017 to actually start running it and it's been more-or-less running ever since, taking turns with one or both of the other two games.

I knew I'd have enough on my plate running the game without having to deal with new rules, so it had to be one of the two rule systems I'd been most familiar with recently.  Fifth edition is that bit more user-friendly and has less baggage than 3.5.  Other than the Unearthed Arcana that Wizards of the Coast have been putting up most months there hadn't been any splat books or other rules additions since the core three books were released.

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Starting Worldbuilding

As mentioned in my initial post, when I started worldbuilding I used a few ideas that I'd had in the back of my mind since the early 1990s.  They were only vague ideas and certainly not something that could be turned in to a game world.  In fact, the stories I'd written back then were more steampunk than what I'm currently running (though I think it was probably about another ten years since I'd first encounter the word steampunk).  Generally the world I'm now running could be considered the ancient past of the (fragments of) stories I'd previously written. The world has a few basic concepts, some of which I won't go in to as the players don't know about them yet!