Alex (WaityGhost)
any/all
5.0
(9)
Timezone
About Alex (WaityGhost)
I'm a Canadian cat-dad with a garden full of strawberries and heart full of dreams. I've been designing, playing, and running table-top games for some twenty-odd years, mostly underground for small-to-medium groups of friends or people I meet online. These days I'm looking to spend most of my time Game Mastering. I miss the days of having 20+ players and running games multiple times a week. I especially enjoy learning and digesting new systems, so any excuse to get into some new mechanics is sure to get me going. I'll try running anything at least once, with a few notable exceptions for my own sanity and love of gaming.
At a glance
Less than a year on StartPlaying
14 games hosted
Highly rated for: Creativity, Inclusive, Storytelling
Average response time: 1 hour
Response rate: 100%
Featured Prompts
I got started GMing...
in high school, where I would skip classes to run games for my friends with my home-made RPG system out in the grass.
The three words my players would use to describe me are...
"Adaptable, collaborative, and enthusiastic."
When I'm not running games I'm...
probably working on preparing for the next one, if I'm not tending the garden or the cats. This is what I do.
How Alex (WaityGhost) runs games
Simulationist with a specialization in creating living-world style sandboxes and surreal settings. My games have been described as "Weird Isekai" with a lot of atmospheric storytelling. I prefer to facilitate experiences over indulging in a set narrative, so the storylines of my game tend to be fairly vague until connections are formed by player characters and their relationships with the world and those within. It allows my games to feel a lot more organic, and less like you're a character slotted into a pre-made plot. Games often include a mixture of science fiction, fantasy, and philosophy, and I delight in creating mini-games and custom mechanics for the players to spice up the normal modes of play. I'll mix up games with combat, roleplay, puzzles, depending on the mood and the direction that brings my players to life. Encounter design is a specialty of mine, and you'll rarely get a simple brawl in my games unless you seek it out. One of the main things I look for when learning a new system is how easy it is to homebrew - I've been designing for as long as I've been playing, and making your own mechanics is just part of Game-mastering to me. This means, as a player, I can fiddle with a system until your character gets exactly the feeling you're looking for, while still maintaining game balance and fun. While I might not always make maps for every location, depending on the exact campaign, and I try to keep my games lightweight and accessible, I do take great joy in making huge repositories of content for my campaigns. This might be locations, monsters, lore, custom mechanics or treasure, and often it's all of the above. I don't do modules. Pre-made adventures and campaigns have their place, and I even play in them when I can, but I don't really have any desire to run them. I also will never use AI in my games; the experience over here is 100% genuine human fever dream creation.
Featured Prompts
My favorite trope is...
fish out of water. There's nothing quite like being a stranger in a strange land to spark the flame of adventure. Leaves so much more to be discovered if you start out knowing very little about where you are.
My games focus on...
emulating a certain experience or theme. I'll often make custom mechanics, house rules, or even complete system overhauls to create the kinds of games my groups and I are looking for.
Alex (WaityGhost)'s ideal table
My tables are should enjoy content and themes from a variety of genres, and be driven to explore and discover on their own without too much hand-holding. I'm more than happy to run games for new players, and have lots of experience in teaching, but I have far more to offer gamers who've been around for a while and feel like they've seen it all. I run a wide mixture of role-play, combat, and exploration (emphasis on exploration) and I tend to tailor my games to the group. In fact, if there's a very particular game scenario that you've always wanted to play but worried it might not even be possible, I'd be excited to find out. It would not be the first time I've created a custom campaign based on an urge to resonate with a particular story, theme, or setting. My players should be easy-going, eager to engage with the other players and the world, and willing to take setbacks as the story notes they are intended to be. Even better if we can keep surprising each-other in game. I'm here to have fun and share that joy with others, so anyone who comes to the table with that in mind is going to have a good time.
Featured Prompts
I am for a vibe that's...
easy-going and excitable. I tend to reflect the energy of the table a bit, so when my players are having a good time and getting excited, so am I.
I love it when a player
gives me an excuse to make something new. Either by surprising me with their actions, adding something to the story, or just off-hand mentioning they know a guy named Jack in the next town over. Jack exists now, and he's waiting for that package you said you'd deliver.
Alex (WaityGhost)'s Preferences
Systems
Game Mechanics