Jamma
he/him
5.0
(7)
Timezone
Language
Identity
About Jamma
I’ve been playing tabletop RPGs since the early 80s. I may not have been the very first person to play D&D in Italy, but I am guessing one of the first. An American friend only mentioned it once, and after an I begged anyone travelling to the U.S. to bring back rulebooks—alongside Tolkien, Dragonlance, Call of Cthulhu, and anything else I could get. Roleplaying has been a lifelong passion. I paused for nearly 20 years while raising kids and only played occasionally, but in the last few years I’ve fully returned, and my love for the game is stronger than ever. For me, the heart of D&D is character and story: the humour, the drama, the (non)human moments. Dice and mechanics are there to support collaboration, not replace it. Critical Role showed the world how powerful roleplay can be, and that style of character-driven storytelling is what I love. I love worlds where politics matter, personalities matter, and heroes change the course of history. I start small, let players breathe, learn, explore, and grow—then slowly open the world into something vast and epic. Almost everything I run is homebrew because I love building worlds from the ground up. When I create the setting, I can bring NPCs to life with depth and personality. My campaigns are stories about characters who matter—leaders, rebels, diplomats, heroes—and players shape the future through their choices. If you want a game where roleplay matters and characters come alive, that’s what I'm striving for.
At a glance
3 years on StartPlaying
Highly rated for: Inclusive, World Builder, Beginner Friendly
$20 per session
Featured Prompts
I became a GM because
I became a Game Master because I wanted more depth from roleplay. It offers the chance to be someone else, to live braver, riskier lives and face meaningful consequences. Through fantasy, we explore passion, conviction, sacrifice, and what it means to truly adventure.
My favorite books are
The Riftwar Cycle has two of my favourite Trilogies. The Empire Trilogy and The Serpentwar Saga. Fantastic world building (and destroying if you will :) ) Discworld Series will always have a place in my heart. Any think by Iain M Banks whose imagination, well words fail me.
When I'm not running games I'm...
When I’m not running games, I’m raising my kids with (hopefully) strong values, tending a vivacious and rebellious garden, consulting with companies, and living it up with my dogs. I still game a fair bit —Conan Exiles RP (fantastic rp experience), Elite and so on and so forth.
How Jamma runs games
What matters most to me is that the game feels alive. I like players to feel that their characters are real people with thoughts, flaws, loyalties and bad decisions they’ll laugh about later. The humour is important the kind that naturally happens when people are genuinely roleplaying and invested in the moment. If the table ends up laughing so hard someone cries, that’s a good night. But I also care about the quieter things: the moments around the campfire, the choices that keep people awake, the conversations in taverns where relationships form, and the feeling that characters actually care about each other. I want players to bond with their own characters and with the party as a whole. When someone is hurt, or betrayed, or triumphant, it should mean something. The worlds I run are living and breathing. Politics matter. Culture matters. Actions have consequences — not just good or evil ones, but complicated ones. Sometimes the “right” choice isn’t obvious. Sometimes the enemy isn’t a monster, but a law, a ruler, or a tradition. I enjoy the sense that the world moves whether the party is watching or not. Everything above is what I try to build at the table. It won’t always be perfect, but it’s what I aim for. I do my best to give players a world that reacts to them, characters they can care about, and stories that feel worth telling. If everyone leaves the table feeling connected, entertained, and looking forward to what happens next, then the game has done its job.
Featured Prompts
My games focus on...
I like to laugh more than anything. Rules matter, but story matters more. I like to explore characters deeply—being someone else, somewhere else, leaving behind my more risk averse self. It’s narrative-led play about perspective, growth, and real adventure.
Jamma's ideal table
My ideal table is made up of people who genuinely love characters and character development. They’re not there to live out a power fantasy, to optimise builds, or to simply roll dice and win. They’re there to follow a story, to discover a world together, and to see what happens when a group of flawed, believable people are placed in extraordinary situations. The groups I enjoy most approach this lightly and playfully. There’s laughter at the table, but also space for quiet moments — campfire conversations, hesitant pauses before walking into danger, characters speaking to one another in their own voices. Those small, unplanned interactions bring the world to life far more deeply than anything I could ever bring as a GM. What I love is that these players don’t use their characters as tools to play stronger versions of themselves. They bring weaknesses, doubts, and contradictions with them, and reserve those frailties for the character alone. After enough sessions, those characters begin to exist as distinct personalities in my mind — separate from the players who created them — and that’s something we’re quietly proud of as a group. Rules matter, but they’re never the point. We’re not hung up on them, and compromise comes easily because no one is trying to “win” as a player. The only real drive is the characters’ desire to survive, to do well, and to pursue what they believe in. That shared intent makes it possible for me to be generous, flexible, and responsive as a GM — and it’s what makes the table feel alive.
Featured Prompts
I love it when a player
I love when a player stops playing around their character and starts playing through them—speaking in the first person, reacting instinctively, and adding nuance. Even better is when they invite others in, creating shared moments where characters feel real.
I think metagaming...
I’m not opposed to metagaming. Meta isn’t the problem—trust is. With the right players, extra knowledge isn’t abused, because they don’t want more than their characters know. They value the story, not winning with information.
I think min/maxing...
I don’t mind min-maxing early on—new players are still learning, and I’m happy for people to reroll and get excited about their character. It only becomes an issue at later levels when optimisation replaces character depth and growth. Then it’s worth asking what the player wants from the game.
Jamma's Preferences
Systems
Platforms
Game Mechanics
Game style
Roleplay Heavy
Theater of the Mind
Rule of Cool (RoC)
Sandbox / Open World
Realm Building