James (DM_Shroud) banner

James (DM_Shroud)

he/him

5.0

(23)

Timezone

Asia/bangkok

Language

English

Identity

DMs Guild Writer
Streamer
Veteran
Disabled
Published Writer
Artist
Voice Actor
Game Designer
Multi-lingual

About James (DM_Shroud)

Greetings! I am James, AKA DM_Shroud. With a rich experience of 48 years in nearly a hundred roleplaying games, starting from the days of Classic Traveller in 1977, I've crafted countless adventures across a myriad of genres of gaming. My gaming library boasts an extensive collection of systems, but I have a particular fondness for narrative-driven space operas like Traveller Mongoose (2e), Star Trek Adventures, and Star Wars Saga, and Fantasy Flight, as well as fantasy games like Over the Wall, Dungeons & Dragons 5th Edition, D&D 2024, Song of Ice and Fire, and One Ring. As a Professional Game Master, my mission is clear: to deliver an exciting, engaging, and memorable game experience that balances quality with affordability. This isn't just a hobby for me – it's a passion-turned-profession, fueled by my goal to better support my family and fund my children's college education. Versatile Gaming Schedule: I offer various gaming sessions, including introductory sessions. My schedule is flexible, accommodating different time zones and preferences, with prices listed with each game (Not including Stripe and SPG Fees) per player/ session (First Character Generation session, as well as 1st play session are FREE) , if it's a new game that I'm not familiar with or not set up for, $20 per player per session for a custom game setting or campaign. I'm NOT typically available on Friday evenings, or Saturdays, USA times, since I spend weekends in the Mountains with my family...but query me, maybe we can work something out. Custom World Design: Beyond guiding games, I'm also a skilled fantasy and sf cartographer. Whether you're an author needing a vivid setting or you run or have a playgroup desiring a unique world, I can craft detailed maps and worlds tailored to your specific imagination. Please contact me with your needs, I can work with you on developing a quote, and we can arrange payment through this site. We can also set up an interactive mapping session where you guide me as I work on your map in realtime, using any of a number of mapping software tools. A Bit More About Me: My journey into the fantastical began as a young sci-fi enthusiast, inspired by the likes of Joe Haldeman's "Forever War". When not orchestrating epic adventures, I'm often found designing fictional solar systems or mapping fantasy worlds at all scales, continuing to fuel my lifelong passion for science fiction and fantasy. Invitation to Adventure: I invite you to dive into the worlds I've created and join me in crafting unforgettable stories. Whether you're a seasoned player or new to the realm of RPGs, there's a place at my table for you. Welcome to my mind – let's embark on an extraordinary journey together!

At a glance

4 years on StartPlaying

31 games hosted

Highly rated for: World Builder, Creativity, Storytelling

Featured Prompts

When I'm not running games I'm...

Running even more games! I GM multiple sessions weekly and spend my off-hours building epic worlds for my space opera and fantasy novel series. If I’m not behind the screen, I’m plotting stories, designing star systems, or dreaming up my next adventure.

My 3 systems I'd bring to a desert island would be

Traveller (Mongoose) is all I’d bring. Alone on a desert island? Perfect—I’d finally have time to chart all 81,000+ worlds of my TransStellar universe. No players needed. Just me, the stars, and an infinite sandbox to build the most detailed space opera setting ever written.

My favorite system of all Time is

I've been refereeing Classic Traveller since 1977 and love the latest Mongoose editions. I had the full hardback set shipped to Thailand! I'm building an 81,000-world space opera novel series, all generated using Traveller (Mongoose) rules. This system is in my Space Opera Setting creative DNA.

How James (DM_Shroud) runs games

My Style Manifesto is thus, (Adopted from the Professional Game Master Society) 1. Be courteous, and respectful, with a well-organized presentation for my gaming clients. 2. I will not cancel game events without prior notification to my Game clients. 3. I will not make complicated financial arrangements with my clients. Return policies can be complicated– just keep it simple. 4. I will be courageous, and write the best scenarios I can. I will use technology wisely wherever it improves the specific game at hand. 5. Each of my games is like a tree. I will do the work required to make it grow, and prune whatever is dead to keep the game lively. 6. I will endeavor to be entertaining. I will use voice, as well as improvisational description, and literary motifs to craft a better performance. 7. With everything above in mind, I will have fun in my role as a Professional Gamemaster. * * * * I am an Actor/Role-player as a player and DM. I served in the US Navy, and aided in the design or editing of World War 2, and Vietnam-era wargames, so I am well versed in Tactics and Strategy at all levels. I love to do maps of all scales- from taverns to entire continents and fantasy and sf worlds, solar systems and star sectors using the best cartography software available. I like to prepare handouts, bios, backstory histories, character pictures, and lore handouts to support the game campaigns that I run. I generally run games in a gritty/realistic style, including critical hits, disabling injuries, encumbrance, and weather effects of cold, heat, snow, etc. thirst, and starvation. Combat happens, but it is usually very deadly, and should only be engaged in by choice, to support the job at hand, not just for combat-as-drama. It is too easy to lose characters that way. GM Preferences: Combat Frequency Casual: Story-based combat encounters, with logical side encounters, and minimal random encounters. Combat Style Advanced: Encounters exploit mechanics, strategy, and movement. Failure to overcome these challenges results in losses or death for your character. Story and Significance Story-Driven: Encounters relate to detailed plots and conflicts. Key details of the encounter could mean the difference between life and death. Story Type Intrigue: I design Encounters around shifting political loyalties and uncertain motives. Enemies in encounters may not show their true faces or may not be obvious. AND Adventurer: I design Encounters around mysteries and strange events. Untangling these stories will provide much-needed information, as the campaign progresses. Treasure Importance Casual: Loot is uncommon. Magic or high-tech items are sparse to rarely found, but powerful. Surviving as an adventurer is a dangerous life, sometimes forced on you by circumstance. Game Pace Easy Going: The game is always moving forward with overlapping events, adventures, or quests, but I still space events out. There may be time for training and research, but you never know what might come up next week. If an opportunity comes up, you might not want to turn it down, as it may be a while before the next knock on the door comes. Combat encounters can happen but infrequently (perhaps 30% of a scenario). Mass battles are rare. I don't want to take up story time with mass battle game mechanics, often, I'll rule this by Fiat, common sense, or have key scenes that involve the player characters that determine the direction of any large battle. Advancement Easy Going: Leveling is slow, to keep survival edgy, without a lot of hit points gained, for setting reasons. Players can expect to level several times in a year of the game depending on the events of the game- the typical character will level during an average of every 4 to 6 adventures, based on milestones, for a level-based system like 5th Ed. D&D. Game Play Tone Serious: We play the game and only the game. No dick jokes. Limited puns. Limited out-of-character comments. We are all adults here. Metagaming Tone Easy Going: Everyone tries to remember not to use real-world knowledge or decide actions based on what page the Monster Manual is open to currently. The party comes together semi-organically with an overriding theme.

Featured Prompts

If my games were Movies they'd be directed by...

...Ridley Scott, Sergio Leone, Denis Villeneuve, Akira Kurosawa, Lawrence Kasdan, or Michael Mann. Every frame moody. Every pause loaded. A little grit, a lot of meaning—and slow-burning scenes that stay with you.

My games focus on...

...immersion, consequence, and emotional weight. Whether you're deep in a neon-lit megacity, aboard a Federation cruiser on the Klingon border, exploring a drifting space derelict for salvage, or exploring a centuries old forgotten Dwarven ruin, my games focus on making every choice matter.

I prep by

...building living megcities, vast continental maps, interesting towns, reactive NPCs, and dynamic factions. I track consequences, and use AI tools and RPG software to sculpt layered settings with soundscapes—whether fantasy kingdoms, starship deckplans with a roster of 300, or neon-lit dystopias.

James (DM_Shroud)'s ideal table

My ideal table welcomes players who crave immersive atmosphere, ethical ambiguity, and emotional depth. If you enjoy Space opera, gritty survival, tech-noir stories, broken dystopias, and questions that cut deeper than a monowire blade, you’ll feel right at home. I love to run Space opera games, (Traveller, Star Wars, Star Trek, Dune), as well as Dark Future dystopias: Bladerunner, and Cyberpunk Red, as well as other Cyberpunk Games. Expect cinematic pacing, gritty detail, and theater of the mind over crunchy tactics. We use Roll20 with immersive soundscapes to pull you into the alien worlds, shipboard life, or dark Tech-noir near future of rain-slick streets and neon-lit seedy back alleys. My table isn’t about min-maxing—it’s about moments that haunt you. Perfect for players who thrive on character, consequences, and the atmosphere of uncertainty, holding your breath for the next combat, but for now, enjoyinging the quiet, mundane conversations with your team at times between action sequences.

Featured Prompts

I am for a vibe that's...

...lived-in and real. Whether it’s a dusty frontier town, a medieval ruin, or a neon-lit sprawl, I aim for a world that breathes. Soundscapes, detail, and theater of the mind drive the mood—no matter the genre, story always comes first.

My table is not the place for...

...disruptive players, metagamers, or anyone who treats NPCs like loot dispensers. I build cities, factions, and worlds to feel real. If you're here to exploit the setting, killing NPCs as a murder hobo for XO lulz, instead of explore the setting, and interacting with detailed NPCs, we won't click.

I love it when a player

brings a flawed character to life, leans into hard choices, and lets the world shape them. Whether it’s a gunfighter in Boot Hill, a desperate spacer in Traveller, or a haunted bard in D&D, I love when players make the story personal. Also, Tips are appreciated if I have done a good job as your GM!

James (DM_Shroud)'s Preferences

Systems

Dungeons & Dragons 5e
Call of Cthulhu
Star Wars RPG by Fantasy Flight Games
Star Trek: The Next Generation RPG
Star Wars: Saga Edition
Numenera
Cyberpunk Red
Star Trek Adventures - First Edition
Dune: Adventures in the Imperium
Alternity
Star Frontiers
Boot Hill
Top Secret
Traveller
The One Ring 1e
The One Ring 2e
Beyond the Wall and Other Adventures
Twilight 2000
Blade Runner: The Roleplaying Game
Conspiracy X 2.0
Spacemaster 2nd Edition
Diaspora
The Walking Dead Universe Roleplaying Game
Star Trek Role Playing Game
James Bond 007: Role-Playing In Her Majesty's Secret Service
Star Trek Adventures - Second Edition
Star Trek Adventures: Captain's Log

Game style

Roleplay Heavy

Theater of the Mind

Rule of Cool (RoC)

Rules as Written (RaW)

Play By Post

Social

James (DM_Shroud)'s games