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Chaos+Symbol

Chaos+Symbol (he/him)

1 year on StartPlaying

About me

I run only one game at a time, so this campaign receives my full attention and creative focus. With over 10 years of DM experience, my style emphasizes atmosphere, immersive storytelling, and evocative imagery.

GM Style

This is a grounded, challenging world where thoughtfulness is rewarded, and success often comes not from a lucky roll, but from clever tactics, immersive roleplay, and meaningful decision-making. The tone leans gritty and realistic, the game is not rigid — players are absolutely encouraged to pursue their own paths, write their own stories, and shape the world through their character’s perspective. Creativity is respected here: if you engage with the world intelligently and with intent, it will respond in kind. Not every situation can be brute-forced, and not every party member gets to roll for everything. Actions are resolved with purpose. Skill checks are earned, not handed out. For example, when the party comes across a sealed iron gate: Ungurr the barbarian may indeed attempt to lift the gate. Other, less stronger players may offer to help lift it, but advantage is not guaranteed. The DM decides who can roll based on positioning, context, and player input about the obstacle. “Ungurr steps forward to lift the gate.” - Player 1 "Vell will help Ungurr." - Player 2 Ungurr rolls a 3. “It groans, but does not budge. The iron is ancient, Dwarvish — meant to stop beasts. Even Ungurr the Robust cannot lift it. Vell steps forward to try with him. Their combined effort fails.” No further Strength rolls will succeed unless something changes. If the party creates a new scenario — like ramming it with a rock-loaded cart — they might earn another attempt. But it won’t be easy. The same goes for Investigation, Arcana, or anything else. Creativity is encouraged, and simply stating "I investigate" may not yield the best results. Instead, describe what you’re actually doing or looking for. For example: “I check to see how the gate recedes back into the wall,” or “I run my fingers along the stone, looking for uneven seams.” These kinds of detailed actions help the DM visualize the scene, offer more meaningful results, and sometimes reveal things a generic check would miss. An example of how players earn advantage in checks: “Venn checks the gate for mechanisms.” “Ungurr knows old Underdark construction — maybe that helps?” That’s a good assist. Venn rolls with advantage. And that check might unlock more than just a mechanism — it might trigger story. Magic is rare. Truly rare. Finely crafted, non-magical items are more common and may offer a bonus depending on craftmanship. You may never find a permanent magic item in your character’s lifetime. Potions and scrolls are more common, but even they are precious. Death happens often in the Banishment campaign. If you feel like you're being picked on for dying, it might be because you’re bold — and this world punishes boldness just as often as it rewards it. That’s not unfair. That’s the game. When a character dies, their next character will start at one level below the current lowest-level party member — or at level 1, whichever is higher. New backstories and stat rolls will be created by the DM, and the new character will be introduced naturally into the story when the time is right. Players may sit out for a short time while this happens. This world is built to be played smart. To be lived in. To be earned. Welcome to Banishment.

Game platforms used