Davi
he/him
4.9
(8)
Timezone
Language
Identity
About Davi
Right, so I need to be honest with you from the start: I'm that GM who gets way too into character voices. Like, embarrassingly into it. My goblin merchant probably sounds more like a drunk uncle than anything threatening, but my players seem to love it, so here we are. I've been running D&D games for 7 years now, started playing when I was 12, and the thing is, I never really stopped being that kid who got absolutely obsessed with this game. It's gotten to the point where my mates joke that I need an intervention, but honestly? D&D helped me figure out who I actually wanted to be as a person. Sounds dramatic, but it's true. Here's what I've learned from running games for all sorts of groups: the best sessions aren't the ones where everything goes to plan. They're the ones where someone does something completely mental, everyone loses it laughing, and suddenly you're all invested in whether Gerald the Bard can actually seduce the dragon (he can't, but watching him try is half the fun). I'm from England, which means I'm chatty as hell in voice chat but somehow turn into an awkward mess meeting strangers in person. Makes no sense, I know. But put me behind a DM screen and I'll talk your ear off about lore, throw voices around, and probably get far too emotionally attached to an NPC you'll inevitably murder. My campaigns tend to be a mix of serious storytelling and absolute chaos, because that's what D&D should be, right? A place where you can be dramatic one minute and laughing until you can't breathe the next. Where you meet people from all over and actually connect over something ridiculous like arguing about what a gelatinous cube tastes like. If you're looking for a GM who takes the story seriously but doesn't take himself seriously, who thinks D&D is better as a conversation than a performance, and who will probably care more about your character's backstory than you do, then let's roll some dice.
At a glance
2 years on StartPlaying
Highly rated for: Creativity, Knows the Rules, Storytelling
Featured Prompts
I became a GM because
I have always believed that stories aren't meant to be told to people; they are meant to be built with them. I GM to give others the same sense of wonder, fear and triumph that made me fall in love with tabletop roleplay, and allow them to experience things that are truly rewarding.
I got started GMing...
Because I fell in love with collaborative storytelling and wanted to create the kinds of experiences that stuck with me as a player. Seven years later, I'm still chasing that feeling, the moment when a table of strangers becomes a group of friends building something unforgettable together.
When I'm not running games I'm...
I am probably preparing for the next session. TTRPGs have given me a way to express myself and allow me to connect with others in ways I never could before. They have given me so much, and I GM to share that same sense of discovery and belonging with others.
How Davi runs games
Look, I'm the kind of GM who will absolutely interrogate you about your character's backstory, but in a good way. I get invested. You mention your character has a complicated relationship with their mentor? Cool, guess who's showing up in act two with a morally questionable favour to ask. I prep artwork for major NPCs because I'm that obsessed with making them feel real. Some are unsettling, some are comic relief, all of them have their own voices (for better or worse). My campaigns lean dark fantasy, but here's the thing: I don't railroad. Want to ignore the main quest and sail to another continent? Do it. Want to revisit your hometown? Go for it. Just know the world doesn't pause while you're gone, villains keep scheming, wars keep brewing, consequences keep building. Your choices matter, but so does everything happening offscreen. Combat in my games isn't just "I attack with my sword" twenty times in a row. I design encounters where the environment actually matters. Chandeliers to swing from, explosive barrels to chuck, crumbling ledges, magical storms, whatever makes the fight memorable. And if you're fighting a recurring villain? They learn from you. Fight them twice and they'll have adapted to your tactics. Keeps things properly tense. Basically, if you want a game where your backstory isn't just flavour text, where NPCs feel like actual people, and where the world is dangerous and dynamic whether you're paying attention or not that's what I run.
Featured Prompts
If my games were Movies they'd be directed by...
Guillermo del Toro meets Denis Villenueve. Dark fantasy beauty where magic feels ancient and dangerous, blended with slow-burn tension and visual grandeur. Atmospheric dread, morally complex characters, stunning set pieces, and a world that feels both epic and deeply personal.
My games focus on...
Character-driven stories where your choices reshape the world. Your backstory is woven directly into the plot. You'll face moral dilemmas with no clear answers, political intrigue, and tactical combat where environment matters. I balance dark moments with genuine laughter at the table.
When it comes to voices
I bring distinct personalities to every NPC, raspy elders, battle-scarred warriors, scheming mages. Each character has their own vocal identity to make the world feel alive and help you connect emotionally to the people you meet, whether you love them, hate them, or mourn them.
Davi's ideal table
Honestly? My tables get loud. There's laughing, there's shouting when someone rolls a nat 20 at the perfect moment, there's groaning when the plan falls apart spectacularly. That's what D&D should be, fun, chaotic, memorable. Even when the story goes dark (and it will), we're still mates having a good time together. The players who vibe best with my games are the ones who actually get into it. You know the type, they'll try to persuade the guard instead of stabbing him, they'll take the risky dialogue option just to see what happens, they'll chase down rumours and side quests because they're genuinely curious. If you're someone who sees your character as more than a stat block, we'll get on brilliantly. My games are layered with plots and mysteries that weave together in ways you won't see coming. Some threads you'll pull immediately, others you might not notice until three sessions later when it all clicks. I love watching players connect dots I planted ages ago. The vibe at my table is relaxed but engaged. We're here to tell a story together, not for me to perform at you. I've had players from completely different countries become genuine friends through my campaigns, like, talking every day, gaming together outside sessions, that whole thing. That's what I'm after: a group that actually enjoys each other's company and wants to see where this mad story takes us. If you're up for character-driven stories, taking creative risks, and being part of a table that feels more like a friend group than a transaction, you'll fit right in.
Featured Prompts
If you're into ___, you're going to love my table
Dark worlds but filled with heart, humour and consequences, where laughter and tension share the same space, and you enjoy storytelling, risk-taking and love character-driven chaos, then you're going to love my table. 100%
I love it when a player
I love it when a player fully leans into their character's flaws, fears and all and surprises even themselves with bold choices. When someone risks the perfect plan for a great story moment, that is when the game and TTRPGs in general truly come alive.
I think it's a red flag when players...
forget that we are building a story together. Metagaming, hogging spotlights or even mocking others, kills the magic of ttrpgs fast. We all play ttrpgs, because we want to have fun and meet new people, and ruining the fun for others, does not do that.
Davi's Preferences
Systems
Platforms
Game Mechanics
Game style
Roleplay Heavy
Rule of Cool (RoC)
Sandbox / Open World
Combat Lite
Puzzle / Mystery Focused