
Tom
Game Master

Tom
Game Master
Tom
he/him
My style combines action, roleplay, humor, mystery and cinematic moments. I like giving players meaningful choices and letting the story develop naturally from what they do, including the wonderfully stupid decisions that inevitably happen at the table.
I care a lot about making players feel like their characters matter. Whether you want to dive deep into your character, solve a strange mystery, get into a ridiculous bar fight, or simply roll some dice and have a good time, I want to build a game where you can actually play the way you enjoy.
Outside of D&D, I'm a writer, creative and lifelong nerd with a particular love for fantasy, mythology, anime, games and storytelling. I also work with Keynote and motivational speakers.
Come for the adventure. Stay for the chaos.
How I run games
I run games with a strong focus on player agency. I prepare situations, characters and mysteries, but I don't prepare a single path I expect you to follow. If you come up with a better plan, I'm happy to see where it takes us.
You can expect:
Roleplay character moments
NPCs have personalities, motives and occasionally questionable life choices.
Action and encounters
combat should feel like part of the story, not a spreadsheet exercise.
Mystery and discovery
I enjoy giving players things to figure out rather than simply telling them what happened.
Humor and chaos
serious fantasy doesn't mean we can't make terrible decisions together.
Player agency
your decisions matter, and I adapt the world to what you actually do.
I'm also happy to work with newer players. You don't need to know every rule before sitting at my table. I'll help when needed and keep the game moving.
Most importantly: I want everyone at the table to feel comfortable being themselves and have fun!
Get to know me
My proudest moment as a GM…
Making one of my friends so genuinely tense during a session that, when I called for a break, they got annoyed because they needed to know what happened next.
That was probably the moment I realised I had actually managed to create the kind of tension I was aiming for.
They just wanted to know what happened next.
And apparently, my perfectly reasonable suggestion of “let's take a five-minute break” was the greatest injustice I had ever committed as a DM.
I considered that a win.
The snack that fuels my prep…
Chips of any flavour except BBQ
The villain I got too attached to…
Roking, a vampire lord who was originally supposed to be a relatively easy threat for the players.
Then they got completely invested in him, and proceeded to roll terribly whenever they faced him.
Every encounter made him seem more dangerous. Before long, the players had decided that he was the Big Bad.
So I leaned into it. an I developed him further, drawing inspiration from Napoleon:
The best part?
My players absolutely hate him. Which i use to my advantage
Which is probably why I've become a little too attached to him.
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