Cost Per Player
$15.00
Sol (he/him)
4.8
(5)
Less than a year on StartPlaying
Highly rated for: World Builder, Sets the Mood, Storytelling
Average response time: 2 hours
Response rate: 100%
About me
Hey. I'm Sol, a 21yo autistic brazilian dude with a hyperfixation on Dungeons&Dragons. One day, someone at my table said: "If you have so many problems with D&D as a system, why don't you try to do a better job than they did?" I took that to heart. I am a lifelong actor and storyteller, and a 6-year-experienced dungeon master for a modified version of the 5th edition of Dungeons&Dragons, the great majority of which I have performed through online play. I am also undergoing the process of obtaining a bachelor's degree in theater, researching and writing a thesis about the potential of tabletop roleplaying games of elaborating moving emergent naratives, and how those narratives can be used as an emergent dramaturgical language for the elaboration of plays. My 6-year long house game is still ongoing, and my much longer of background in theater, in and off college, with 3 on-stage performances under my belt, should give you an idea of how big I am on roleplay. Hope to see you at my tables!
GM Style
Here are the 10 most important things about my GMing style: - Respect First and Foremost. Tabletop Roleplaying Games are, above all else, vehicles for fun. They allow friends to get together, play an engaging game, act as unique characters, and overcome adversity through drama and teamwork. As such, I try to build an amicable relationship between my players and myself, and to form a community of players who are as passionate about the game as they are respectful to each other. No matter what, I will not tolerate disrespect at my table. If you are caught disrespecting other people at the table, you will be advertised, and if the behaviour repeats itself, you will be kicked out. If you have a problem with a behaviour performed by a player or by me, talk to the offending party personally, and try to address it outside of the context of the game, prefferably after the session is over. If something is interfering with your enjoyment of the game mid-session, use the propper safety tools to make sure that the experience of play isn't disturbed. All that is to say: don't be an asshole. - 5th Edition, But Better. I run exclusively Dungeons&Dragons games, specializing in a heavily modified version of the 5th edition of the game, with a lot of rules taken from various different 3rd party soruces and independent homebrew writers, each personally and rigorously translated, balanced, modified, playtested, and documented. My process of reimagining D&D is not as of yet finished, but it is already both playable and miles better than the 2024 update to the game, with a ton of rules updates that breathe new life into the system. - Resources Abound. I use Owlbear Rodeo, an extremely beginner-friendly VTT, as a means to display battlemaps for combat and travel in the game. I also use Discord as a platform for the session itself, with bots in place to take care of dice-rolling and ambient music, making sure the immersion and gameplay are as fluid as possible. I have an abundant well of resources in the form of documents containing my variation of the rules found in the PHB, and a website containing all official releases of the D&D books -- all of which you can find in my discord server. Finally, for character creation, I prefer to use a custom-made PDF, which provides high editability and serves to accomodate my changes to the system in a way most pre-set character builders don't allow for. - Beginner Friendly, Experienced Master. As I know most new players of the game will have a lot of trouble memorizing the different rules, I have them all pretty much ingrained into my mind, or written out in one of my many documents about the game. If there's a question you wish to ask about the mechanics, don't be afraid to do so, as long as you aren't interrupting anybody else! In contrast, if you are an experienced player, you will find, alongside the more beginner-friendly aspects of the game, an incredibly mechanically rich experience that will truly put your knowledge of the mechanics to the test! - Handholding Only When Necessary. Combat and Exploration in D&D can consume the resources of your character. I expect you to track those yourself, but will help when possible if that's a bit difficult for you or you are a relatively new player. Your Hit Points, Spell Slots, number of uses of Class Abilities, etc, are *your* responsibility, but I might help out if things get too overwhelming for you. I also expect you to pay attention to each turn in combat, and, when your turn in initiative is close, I expect you to plan out a course of actions that you will then perform when your turn inevitably comes, to avoid dragging out the pace of combat through indecision and planning. Please, while performing a session with me, pay attention to each element of the combat and take the initiative of tracking your resources and planning your turns. Without both these measures, combat can become tiring and extremely drawn out, so it is both mine and your responsibility to collaborate to the flow of gameplay as much as possible. - Character Acting and Compelling Narratives. I am an actor, and as such, I am very heavy into roleplaying all the different non-playable characters for my games! I might do different voices, accents, describe in detail the actions of each character and how they interact with the world, but if you are a new player and feel a bit intimidated by this, you don't have to feel pressured to put that amount of effort into acting out your own character! Do what comes natural to you, and I will provide provocations and prompts to enhance your roleplay experience! I will also do my best, as a creative writer, to allow the fictional world to serve as a platform and vehicle through which your character can transform itself and change over the course of the game. - Everyone Gets the Spotlight. I attempt to provide a balanced experience for each of my players, making it so that none of them individually feel like the protagonists of their group, and weaving elements of each character's backstory into the plot to engage all of them. Obviously, there will be moments where your character will obtain the spotlight, but those, be they planned or emergent through play, are exactly that: moments, the nature of which I hope and plan for every single one of my players to experience, both alone and together as a team. - A World of Horrors. As the players of my adventures, you will face horrible, haunting things, some of which cannot be overcome through the swing of a sword or the casting of a spell, and some of which may permanently change your character, be it physically, mentally, or even spiritually. I believe the best ways to make characters shine and to create engaging emergent drama within a session is to force these characters through incredibly harsh tribulations, so that, when they come together and push through the horror (and it's really important that they do it *together*), their victories are all the more rewarding. However, I realize that not every player is willing to face the same level of horror, so at the start of each game, I really like to emphasize our safety tools through a Session 0, which really, really helps with the overall safety of the games I run. - You Are A Party. Alone, you stand no chance against the challenges set before you. Together, as a party of adventurers that each contribute with their own strengths and cover for the others' weaknesses, teamwork might just be the difference between certain death and glorious triumph. Treason against your fellow party member is allowed in a case-by-case basis, where, based on common sense and understanding of thematic structure, both I and the player intending to betray a party judge if the story would or wouldn't benefit from the plots an individual character might have to forge their betrayal. Regardless of allowance, this leads to the next and final point; - Actions Have Consequences. As a DM with a very sharp memory and a fast writing pace, I keep track of each of my players roleplayed actions that might bring them consequence in the future, and I also like to interweave elements of each character's backstory, especially the choices they made in that backstory, into the arc of a campaign. Every single choice you make matters, and may lead to irreversible consequences to your experience in playing the game. Maybe an NPC you decided to help out becomes an aide for you later on in the story, or maybe an enemy that ran away has sworn revenge for their fallen allies and will come back stronger later!
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