DM Tex
he/him
5.0
(9)
Timezone
Language
About DM Tex
I’ve been running D&D since 2011 across every edition, from gritty dungeon crawls to cinematic story arcs. My focus is immersion, emotional payoff, and keeping every session moving. I handle prep, world lore, and pacing so you can focus on playing your character. I keep rules clear, combat streamlined, and roleplay natural. No improv skills or character-voice pressure required. Just curiosity and a willingness to act on your character’s instincts. Knights of the Hearthlands is my current campaign and one I've been developing over the years. It's a story of rebellion, faith, and ancient powers stirring beneath the land. It’s designed for players who love meaningful choices and the feeling that every session matters.
At a glance
3 years on StartPlaying
21 games hosted
Highly rated for: Creativity, Rule of Cool, Storytelling
Featured Prompts
I became a GM because
I was trying to make new friends in college and someone invited me to a session of D&D 4e. I had no idea what roleplaying was at the time but I was hooked. I started DMing my first campaign right after the first session I played in and I've been a Forever DM ever since.
The three words my players would use to describe me are...
"Unique, Wild, Engaging" - per my player reviews.
When I'm not running games I'm...
Watching movies with my girlfriend (we're the type of people who call them films) or doing writing gigs.
How DM Tex runs games
I love roleplay. I also love combat but only if it means something. I never want to drag out fights or have encounters that have no point. My philosophy is that I'm here to be the guy who makes it all possible, but not the one who makes it happen. I don't railroad; even when I run adventure modules. And I hate knowing what's going to happen ahead of time. I always prep loose milestones that I'm prepared to move or leave when something more interesting is suggested by the players. I also hate being a slave to RAW only. I start rules-as-written as a foundation but always adjust based on what's more fun for me and my players. Gary Gygax said all the way back in 0D&D that a player should be allowed to play a dragon. Just a heavily nerfed one who can grow with the other characters. I also make sure to know my own mechanics and expect my players to know theirs'. I will never play your character for you. If you make a complicated character then you must know how to play them. If you don't know how to play then just make a human fighter named Dave and become comfortable with playing the game first. That's all I ask!
Featured Prompts
I once ran a session...
where my players saved the moon using a space bus and time travel.
I prep by
Here's my full formula for prep: 1. Review Player Characters (history, motivations, choices) 2. Review the last session (notes, faction choices, beyond players) 3. Prep tent poles for next session based on a movie or show, normally based on an adventure module.
My games focus on...
moving the story along for the players. I never want the game or the story to stall.
DM Tex's ideal table
I want players who show up to have fun. Definitely not because they're obligated. Bring a creative mind and a need for roleplay.
Featured Prompts
If you're into ___, you're going to love my table
Evil Dead or Army of Darkness
My perfect party mix is
1 roleplayer, 1 tactical player (who's secretly a roleplayer), 1 silent player (secretly roleplaying), and then literally anyone who's not a problem player.