mac
he/him
5.0
(6)
Timezone
Language
Identity
About mac
I’m a published RPG writer, veteran, and longtime GM who runs cinematic, high-energy campaigns where player choices matter. My games often deal with dark subject matter: war, horror, survival, corruption, betrayal, desperate odds, and broken worlds. But the table itself is not doom and gloom. We laugh a lot. We joke, scheme, improvise, celebrate terrible ideas, and keep the energy alive. The darkness matters more when the players are actually having fun. I build games around sandbox freedom, tactical danger, strong character moments, chaos, dark humor, and hard-earned victories. You can talk your way through trouble, kick the door in, plan the perfect operation, betray the mission, save the wrong person, or burn the whole thing sideways. The world will react. I’ve published RPG material on DMs Guild and DriveThruRPG, including Swamp of Sorrows: Blood Purge Village, an Electrum Bestseller originally written for a convention, and Neo Tokyo 2100, a Savage Worlds setting and Copper Bestseller. I’ve also written adventures through Menagerie Press, and I’ve run D&D 5e, Fallout 2d20, Lancer, Cyberpunk RED, Battle Century G, and other indie systems. I’m best for players who want teamwork, roleplay, danger, cinematic action, big laughs, and a campaign that feels alive. New players are welcome, but I do not run passive theme-park rides. Your choices matter here.
At a glance
4 years on StartPlaying
7 games hosted
Highly rated for: Inclusive, Creativity, Rule of Cool
$25 per session
Average response time: 2 hours
Response rate: 100%
Featured Prompts
I got started GMing...
When i was 15 years old. I went to a garage sale with my aunt and found the old school dnd blue box set. I always loved using my imagination to create cool stories, characters and worlds and at first i was very shy, but i talked my high school friends into it and i never looked back!
My 3 systems I'd bring to a desert island would be
Dnd 5e, just because its versatile and easy to play and it has good longevity to it. fallout 2d20, i love the grit of the game and all the cool weapons and customization. Also it makes survival fun. Battle Century G remaster. you get to build custom mecha and pilots. also its balanced for rp also
The three words my players would use to describe me are...
Creative, i homebrew 90 percent of the games i run. Improv, i am able to come up with npcs or scenarios completely off the top of my head. this has been a strength in running truely sandbox worlds. welcoming, i want ever player to feel badass and to love their character and the team!
How mac runs games
I run high-energy sandbox games where the players are free to make bold choices and the world reacts. My table tends to be chaotic in the best way. Players joke, scheme, improvise, argue over terrible plans, fall in love with doomed NPCs, start fires they did not mean to start, and somehow turn a simple mission into a legendary disaster. I like that. RPGs should feel alive. The worlds I run can get dark. War, horror, survival, corruption, betrayal, poverty, trauma, monsters, political cruelty, and desperate odds all show up in my games. But I do not run misery porn. The dark parts are treated seriously, and the table itself stays fun, engaged, and full of laughter. You have to let people breathe before you break their hearts. I enjoy tactical danger, cinematic action, player-driven roleplay, and hard-earned victories. I want the players to feel powerful, clever, reckless, scared, triumphant, and deeply involved in what happens next. I improvise heavily. If the players come up with a wild plan, I would rather follow that spark than force everyone back onto a prewritten path. Smart choices matter. Bad choices matter. Weird choices absolutely matter. Most of my sessions land somewhere around a 50/50 mix of roleplay and combat, but I follow the needs of the story. Some sessions are mostly investigation, planning, infiltration, politics, or character drama. Some sessions are firefights, monster hunts, last stands, boss fights, and chaos with a health bar. I also use music, maps, tokens, handouts, and visual aids whenever they help the game feel more alive. I want the table to feel like a shared movie, a war room, a campfire story, and a bar fight all wrestling for control of the same chair.
mac's ideal table
My ideal table is friendly, chaotic, invested, and respectful when it counts. I like players who joke around, hype each other up, make bold choices, and care about the story we are building together. You do not have to be an expert. New players are welcome. What matters most is that you show up ready to engage, share the spotlight, and be part of the team. I love dark, complicated characters. Haunted veterans, criminals with a code, cursed nobles, monsters trying to be human, former villains, broken heroes, all of that is welcome at my table. But dark characters take more work from the player. If your character is cold, cruel, secretive, unstable, or morally ugly, you need to bring the rest of the table into that story instead of shutting them out. That means explaining your character’s thought process, giving other players something to react to, and making sure your darkness creates roleplay instead of making the other players feel like victims of your edginess. A good dark character gives the table more to work with. A bad dark character just sits in the corner saying no. I also like characters who bind themselves to the group. Find a reason your character works with the party. Find a reason they care. Find a reason they would take the job, protect the others, chase the quest, or stay in the room when things get hard. This is cooperative storytelling. The party does not have to be perfect, but they should matter to each other. I love “yes, and” players because I am a “yes, and” GM. I want players who build on what others bring to the table, make scenes stronger, and help turn strange ideas into memorable moments. Tactical players are welcome. Roleplayers are welcome. Chaos gremlins are welcome. Min-maxers are welcome too, as long as the goal is making the game more exciting, not making the rest of the table irrelevant. My table is not a good fit for players who want to sabotage the group, constantly argue rules, refuse to share the spotlight, treat other players badly, or derail the game just to prove they can. The sweet spot is simple: come ready to play, respect the other players, make cool choices, and help turn the campaign into something we will still be talking about months later.
Featured Prompts
I am for a vibe that's...
Relaxed and fun. Having good chemistry at the table is important. We should be able to enjoy chatting and joking with each other. Especially because some games can have very heavy content, its important to remember that its a game.
I love it when a player
Hypes up other characters during their turn and makes other members of their team feel good and help spread the fun around. Or when a player makes maybe a suboptimal decision because it tells a better story. Or tells the party what his character is thinking when he does certain actions etc.
My table is not the place for...
no disrespect of other players or myself as the GM. Everyone needs to have fun. Please dont meta game, try to think and view things from the perspective of your characters knowledge while we play. You can min max if you like, but if you do make sure everyone is chill with it at the table.
mac's Preferences
Systems
Platforms
Game Mechanics
Game style
Roleplay Heavy
Combat Heavy
Rule of Cool (RoC)
Sandbox / Open World
Tactical / Crunchy