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Tyler Thompson

Tyler Thompson (he/him)

LGBTQ+
Neurodivergent
Teacher/Educator

3 years on StartPlaying

About me

About 7 years ago I ventured forth on a journey in Pathfinder (1e) as a Half-Orc Barbarian to track down a Dragon. My adventuring party died as soon as we walked into the cave and I've been playing games since. Now that's an abridged version of the events of my first time playing a TTRPG. But ever since I've been playing, I've found the joys in the heartbreak and have helped create stories at the table that have lived on in my heart, and I know my players can say the same. I take pride in bringing characters together and weaving their stories as though they were a tapestry. Using the threads of one character to help motivate another. Bringing the unlikely coincidence into the stories of legend. That is what I do. I would be honored to run a long-term campaign where we explore this idea as that is my specialty. I also enjoy running goofy, one-shots that go off the rails and create laughs for hours. The choice is yours. But whatever your choice, an adventure is waiting for you, all you have to do is say yes!

GM Style

TL;DR A "Yes and..." attitude focused on a unique and custom story for my players. If you can think it, you can do it...if you can do it you can try it. If you try it...you just might make an awesome story that only you could have thought of. Welcome Adventurers and Heroes alike. Dungeons and Dragons has always focused on three pillars of the game. Combat, Social, and Environment. Each of these pillars balances each other out and creates the games which we hold dear. I tend to focus my games like that. The way I prefer to run my games is for everything to have a purpose. Each combat, whether it's an ambush or a brawl in the streets, progresses the story forward. Each person you talk to reveals something about the story, and each place you visit fleshes out the world more. In some of my sessions, the only thing we may do is fight, while it could be that some sessions are simply exploring the social aspects. I like to try and keep all things in balance and only bring aspects of the game into view when it fits the story. This also means I tend to run fewer combats and focus more on a narrative-driven game. Using milestones of the story to "Level Up" characters rather than focus on how much experience they collect. What this also means is that my games are deadlier when combat occurs. Always winnable, but if the players/characters walk into a situation unprepared it could mean death. Many times I've experienced a single roll be the be-all end all of the characters. As I've said however I run a narrative-focused game. Death is something that is not as permanent for PC's as one might expect in all systems I run. In fact, more than not the 'villains' capture the heroes. However nothing is certain, it all depends on the type of game my players want to run. If you choose me to be your dungeon master then I will curate an experience to the groups liking. Playing with the themes that the table agrees on, not just my own personal preference.

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