Tom Jepson
he/him
5.0
(8)
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Identity
About Tom Jepson
Hey there! I'm an all-inclusive DM, play enthusiast and group facilitator. I run games that are intended as great stories; over single sessions or multi-month campaigns these tales are told through the eyes of my players. Since TTRPGs are hobby games and meant to be FUN above all else I design everything I run with fun being something everyone can have (I hope) on their terms. For example, I'll make sure that player types are well matched and that everyone knows what kind of content they're getting themselves into. I'd don't limit myself to one system or play style. I love D&D but am just as happy running a deep, dark tale using Doomsong or getting stuck into a narrative and role play-first world with Kids on Bikes. Each format has its merits and shortcomings which I try to bend as far as possible to keep fun-focus first! At the table we're rules-light most of the time; life is too short for number-crunching and "But the book says..." - where the rule of cool will do, the rule of cool *will* do. Players looking for an easy way in to a game or just want to meet similar-minded people, I am the DM for you.
At a glance
Less than a year on StartPlaying
Highly rated for: Inclusive, Storytelling, Creativity
$22 per session
Featured Prompts
I became a GM because
I wanted to spend more time having fun with my friends. That's it. I'd never even played a game of D&D before running one; I just got stuck in and made it happen. Being the GM lets me tell stories and create amazing things for people whose company I truly appreciate.
My favorite books are
"The Power of Moments" by Chip Heath and Dan Heath. Not a game book but a book about experiences and how anything can be transformed into a pivotal moment. "House of Leaves" by Mark Z. Danielewski. A twisting, turning multi-layered haunted house story that reveals more with every read.
When I'm not running games I'm...
... blending my time between family life and my work in a local games café. I love to write: stories, essays, wild ideas for games... Even if it's not going to end up at the table I really enjoy flexing my creative muscles to keep them ready-to-work.
How Tom Jepson runs games
My games are collaborative through and through. It's all about player interaction and doing everything *I* can to make a session as engaging and enjoyable as possible. I do a *lot* of prep before each session to ensure the worlds we enter as a group feel alive and explorable; I don't like too many dead ends! Where possible I will bring improvisation into play, adjusting the course of a game-plan as needed. I *do not* railroad players just because "I planned it that way!". I'm not a huge fan of long, protracted combat encounters in my sessions because – honestly – they can get boring for everyone. There will always be the opportunity to fight things with swords and magic but there is almost always another way through. Player agency is very important to me; allowing people to suggest things which end up steering the scenario. If they come up with something more fun; more interesting; or straight up COOLER than what I had written down the story is going their way. No two sessions are ever alike! My general approach is "theatre of the mind" leaning into description and picture-painting, too. Everyone is welcome at my tables, too. From hardened number-crunchers to newbies; from the Lawful Good to the Chaotic Evil. Most sessions are kept at a PG13 level of content to make sure everyone feels safe in their game. I take pride in my tables being non-judgemental safe spaces where everyone can come as they are. After all; life's too short to take rolling dice too seriously!
Featured Prompts
I deal with rules issues by...
1. Deferring to character types. Would your PC do that / be able to do that? 2. Leaning on the Rule of Cool. If enforcing a mechanic makes the game LESS fun, we're not doing it. 3. Check with the table. Our spaces are collaborative and need to remain safe for everyone.
I prep by
writing; a lot. I'll write a narrative for a game before I break it up into 'game chunks'. Even if the story goes nowhere near my 'plan' when it gets to the table I'll know I have a world to play with. I also dig deep on my encounters to keep them running smoothly and FAST. No laggy combat here!
When it comes to voices
I can probably do maybe two at a push. Some bothersome Yorkshire that sort of sounds like Sean Bean and then a well-spoken English dialect (that taps into my radio / podcasting voice; because I have one of those, too!)
Tom Jepson's ideal table
My game tables are conversational; they're easygoing; they're friendly and welcoming. I try to match players who I feel will be a good fit, both as gamers and as people; I tap into my years as a researcher and trained coach for that one! This is tabletop role-play gaming with a focus on "fun first, rules later". If you're a hardcore role-player who wants to go all in on first-person play, you are welcome. If you're new to TTRPGs and just want to hit things with a big sword or be the one to shoot a fireball into a room of orc, you are welcome. If you're a kooky improviser who relishes the "Yes, and..." school of play, you are VERY welcome! I welcome players who really know the intricacies of D&D handbooks and can bring their experience to the fore; just know that I'm not a crunchy mechanics guy and we might gloss over some things in the name of telling a damn good story.
Featured Prompts
I think it's a red flag when players...
over-state THEIR take on a situation. It removes choice from other people at the table and becomes very one-dimensional. It's fine to be definitive (I actively encourage it) but labouring the point just so You Know You're Heard is not going to make for a fun game.
I think min/maxing...
Min-maxing a character is great but, for me, it can take the fun out of the storytelling aspect of encounters. Experience has taught me that it can be a bit overwhelming for other players, too, seeing a tightly tuned fighter wallop their way through a Big Bad! Min-Maxers; go easy!
My table is not the place for...
1. Judgement or prejudice (no 'isms' at all, please) 2. "No, but..." conversations 3. Over sexual or explicit content and conversations 4. Antagonistic P2P play 5. Rules Wardens and 'That's Not How I Do It' players
Tom Jepson's Preferences
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