Jorge Crespo
he/him
Timezone
Language
Identity
About Jorge Crespo
Hi, I'm Jorge; most people know me as Yoyo. I got into tabletop games at the start of college in Havana around 2018. I was subbing in for a friend in an in-person session, and after almost 8 years as a player, I made the jump to running games myself about 2 years ago. The difference was wild, yet I love dming more than I ever loved playing. I'm a proactive, socially open person, and that shapes how I run tables: I lean noticeably more into roleplay and character-driven moments than pure combat, without letting fights feel like an afterthought when they happen. I've DM'd in D&D 5e and Pathfinder 2e, although I'm still new at Pathfinder. Two years ago I started out with Wizards of the Coast's premade campaigns before moving entirely to original material. For the past year, all of my games have run in my own setting, Aethermoor—a dark fantasy world built on classic fantasy races and classes alongside several I've created myself. It's made for players who want political intrigue, battles with real weight and consequence, and a world that doesn't soften its edges. If you want a game where the stakes feel genuine and survival isn't guaranteed, this is that table.
At a glance
Less than a year on StartPlaying
$15 per session
Featured Prompts
My favorite books are
I'll give you my favorite trilogies: The First Law by Joe Abercrombie, Red Rising by Pierce Brown, and, if it ever finishes, The Kingkiller Chronicle by Patrick Rothfuss.
How Jorge Crespo runs games
Player-first mentality above all. I love making a player's backstory matter and integrating it into the world in a seamless way—giving the player a sense of belonging to the world and showing that their perspective matters to me as a GM. I love pushing for character growth: a warlock's pact coming back around, an antisocial character placed in conditions that allow them to change, and mistakes having real weight with the party. I lean more toward character-driven roleplay, at times treating my world and main quest as a sandbox that lets players always find unique ways to fulfill their objectives and motivations. Combat still matters, but it's more sporadic and chaotic, with real consequences. I don't like good-and-bad tropes—I run a morally grey, consequential world where players and NPCs have free expression: good people making bad calls, villains capable of empathy, creating an atmosphere where player choice actually means something. I've played tabletop games for almost 8 years and DMed for about 2, running D&D 5e and Pathfinder 2e (newer to the latter). I started with WotC's premade campaigns before moving fully into my own dark fantasy setting, Aethermoor—built on political intrigue, eternal conflict, and no guaranteed happy endings. My goal is simple: a player should leave the table having genuinely changed—their character and the world around them.
Featured Prompts
My games focus on...
What you choose actually changes the story—alliances shift, consequences follow you, and outcomes aren't guaranteed. Character-driven roleplay over grinding combat, with your backstory shaping real, lasting stakes in a morally grey world.
Rules are...
I run D&D 5e as the base ruleset, with a set of original homebrew races and classes I've created specifically for Aethermoor. These add new options rather than replacing core mechanics—nothing overwrites standard rules; it's additive.
Jorge Crespo's ideal table
My table is collaborative and character-focused, built around real stakes and consequences rather than a lighthearted romp. The vibe leans heavily into immersion — this isn't a table where nothing ever goes wrong. Plenty goes sideways, and that's half the fun. But it's never toxic or punishing for its own sake — we laugh plenty between the heavier moments, and everyone's voice matters. You'll fit well here if you want deep characters, morally grey choices, and a story that actually reacts to what you do. This is also a table built on genuine diversity — bring diverse backgrounds, diverse sexualities, even a voiced dialect, and make it part of the world rather than an afterthought. Want to play a mean cleric, a wacky pirate fighter, or a warlock whose patron cursed them with a terrible sense of direction, leaving them constantly separated from the group and vulnerable? Bring it. Don't feel boxed in by the usual tropes — come turn your ideas loose in Aethermoor. New to tabletop games entirely? You're genuinely welcome — I explain mechanics in plain language and never assume you already know how to play or roleplay. Experienced players looking for a world that takes their choices seriously will feel just as at home. If you want your voice to matter and your character's story to actually go somewhere, this is your table.
Jorge Crespo's Preferences
Game Mechanics