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Cost Per Player

$16.00
Morek

Morek (he/him)

5.0

(5)

Less than a year on StartPlaying

Highly rated for: Creativity, World Builder, Knows the Rules

About me

Hi there! My name is Marek, but everyone calls me Morek. I'm from Poland, and I've been a very active GM since 2021. Fun-first GM with 5+ years experience, a passion for improv, and a custom, fantasy world of my own. I specialize in character-driven D&D 5e adventures, homebrew creation, and collaborative player-led storytelling. I often experiment with game rules, creating new ways to play already existing games. Compared to my normal style of running games, these are often combat-heavy. Most of my games have been in Polish, but I've successfully run English-speaking sessions online. If you're looking for a creative GM with a unique approach, I bring many different ways of enjoying the conventional tabletop games, as well as a story-rich world with European flavour. If you're also looking for just a chill GM, no matter your experience, I hope I'm someone who can create a perfect environment for your imagination to run wild, to meet great people, and also feel safe to express yourself in your own ways: Be a part of a serious story, shape the whole world with your choices, or just goof around and have fun with others on your wacky adventure. Become a Hero of your own story, become a part of a bigger one, and enter — The Circle of Lost Heroes.

GM Style

I'm very flexible with character creation, with my motto being: ''Every concept is welcome—just tell me about it. Leave the balancing to me, and you'll play whatever you've imagined''. During the game, I focus on roleplaying, and the story itself. Player Characters spend most of their time on social encounters and adventuring. Sometimes, there are even 4-5 sessions without a fight. Whenever combat comes up, I always want it to feel special, and work as another tool for storytelling. I especially love creating boss encounters, aiming to present them as something much more than just hitting the enemy. But hey, most of my games are true sandboxes. If the players want more of anything, it's quite easy to get. When I run non-campaign games, the focus shifts to combat, or some specific wacky mechanics. I prefer to run long campaigns, but I also love experimenting with mechanics, and even whole concepts (e.g., roguelike modes, or creating a whole new system). Having a good balance between the two is ideal for me, but it's split across different games.

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