
DM Wyatt Southerland (he/they)
5.0
(1)
Less than a year on StartPlaying
Highly rated for: Creativity, Voices, Sets the Mood
Average response time: 18 hours
Response rate: 100%
About me
Greetings! My name is Wyatt. I'm a 28-year-old published author from Kentucky and I've been a Game Master now for about 7 years. I play D&D 5e for the most part but I love all TTRPG's and I'm open to exploring other systems. I'm LGBTQ+ and neurodivergent-friendly, welcoming to people of all ethnic and religious backgrounds, and I'm committed to keeping toxic behaviors out of my gaming groups. My goal is to provide a safe space for creative expression and roleplay through dramatic (and comedic) fantasy scenarios.
GM Style
As a GM, I specialize in the Dungeons and Dragons 5e 2014/Legacy Rules. I am homebrew-friendly but I also claim veto power on any rules extensions that I deem to be detrimental to the game. My favorite setting to GM in is Eberron, and in that setting as well as any others where it is appropriate, I allow firearms as a weapon type. I'm very open-minded in rules adjudication, so if you're thinking of something and I can think of a way to make it work, I will let you make any attempt. On the topic of NPC's, I include a small roster of companion NPC's in campaigns that I intend to last longer than 4 weeks. These companions are crafted in the spirit of BioWare games like "Baldur's Gate," "Dragon Age," and "Mass Effect." They have backstories that intersect with player goals and flesh out parts of the setting that aren't directly involved in the narrative while filling combat and utility roles that may not be covered by the PC's. These companion NPC's are optional features and are not DMPC's. They exist to add to the player experience, not to supplant it. As a GM, I do my best to make combat quick, satisfying, and unintrusive. I invite players who like min/maxing to do so with the knowledge that it is the GM's job to design scenarios that challenge everyone at the table. No character is too powerful to to be killed. In light of that, I encourage all of my players to create characters that they feel are both narratively and mechanically satisfying to play. My games are collaborations, not competitions. Finally, I have a few non-negotiable house rules. First, every campaign starts with a free session zero where the group will discuss rules, characters, digital tools, personal boundaries and how to address when those boundaries are crossed. Second, I allow all characters a free feat at Level 1. Third, PC's do not use the Action/Bonus Action system of D&D 5e. Instead, PC's have three actions with which to do anything their character card allows. Fourth and final, in my campaigns, Short Rests are 8 hours and Long Rests are 1 week. To balance this, there is a supplemental rule that using any amount of Hit Dice on a Short Rest restores all spell slots and class actions. If you are a fan of vanilla 5e, I understand that these rule changes may seem drastic, but my games have never been better than when using these house rules.
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