
Tom
Dungeon Master

Tom
Dungeon Master
Tom
he/him
My style blends action, roleplay, humour, mystery, and cinematic moments. I aim to provide players with meaningful choices and allow the story to unfold naturally based on their actions, including the wonderfully silly decisions that inevitably arise at the table.
I place great importance on ensuring players feel their characters are significant. Whether you wish to delve deeply into your character, unravel a peculiar mystery, engage in a ludicrous bar brawl, or simply roll some dice and have a good time, I strive to create a game where you can truly play in the way you enjoy.
Outside of D&D, I'm a writer, creative, and lifelong enthusiast with a particular passion for fantasy, mythology, anime, games, and storytelling. I also collaborate with keynote and motivational speakers.
Come for the adventure. Stay for the chaos.
How I conduct games
I run games with a strong focus on player agency. I prepare situations, characters, and mysteries, but I don't set a single path for you to follow. If you come up with a better plan, I'm keen to see where it leads 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 has happened.
Humour 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 to have fun!
Learn more about me
My proudest moment as a Game Master…
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 powers my preparation…
Crisps of any flavour except BBQ
The villain I became too fond of…
Roking, a vampire lord who was initially meant to be a relatively easy threat for the players.
Then they became 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 and developed him further, drawing inspiration from Napoleon.
The best part?
My players absolutely despise him, which I use to my advantage.
Perhaps that's why I've become a little too attached to him.
Booking Form
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