Mark
he/him
Timezone
Language
Experience Level
Identity
About me
Federal government employee and part time DJ.
My preferences
I like to play...
I prefer to play on...
I like to play games with themes like...
I prefer games that have...
Rule of Cool (RoC)
Rules as Written (RaW)
Reviews I've given (3)
I’ve had a great experience playing in one of JK’s campaigns and can easily see why he has so many strong reviews. He’s consistently well prepared, keeps the game flowing smoothly, and has a deep knowledge of both the system and Foundry VTT. Everything just works, which makes it easy to stay immersed in the game instead of getting bogged down in mechanics. What really stands out is how well he balances different playstyles. Combat feels meaningful, roleplay is encouraged, and every player gets space to contribute without things feeling forced or railroaded. He does a great job of keeping everyone engaged and making sure the group dynamic works. He’s also very approachable and helpful, especially when it comes to learning or navigating the system. Whether you’re new or experienced, he makes it easy to jump in and have a good time. I’d absolutely recommend him as a GM and would gladly play in one of his games again in the future.
Five Stars. I Survived. Barely. Would Return Immediately. I have just completed an entire D&D campaign under Lavon—also known as Prophet—and I am emotionally changed, spiritually damaged, and mechanically better at Foundry VTT than I ever asked to be. This man runs Foundry like it owes him money. Spells auto-fire, damage calculates itself, effects land with dramatic flair, and the game flows so smoothly that you forget you’re juggling Discord, dice, and your own poor life choices. The tech never breaks immersion—if anything, it weaponizes it. Story-wise? Absolute menace. NPCs feel real enough that I still don’t trust some of them. Combat is tense, cinematic, and occasionally makes you question whether your character sheet was a mistake. When Prophet says “you have time to talk,” you do. When he doesn’t say that… start apologizing to your deity. Rules are handled with the perfect balance of “yes, that’s how it works” and “we’re not stopping the session to dig through the Library of Alexandria.” Decisions matter. Actions have consequences. Sometimes those consequences involve fire. Table management is rock solid. Everyone gets space to shine, quieter players don’t get trampled, and the game never devolves into chaos unless it’s intentional, narrative chaos—the best kind. New players are supported, veterans stay engaged, and nobody gets left behind unless the plot demands it. By the end of the campaign, I trusted this DM with my character, my time, and my sanity—and all three were put through rigorous stress testing. Final verdict: Prophet is the kind of Dungeon Master you finish a campaign with and immediately start looking over your schedule to see how soon you can make bad decisions again. Five stars. Bring a character you love. He will make you care.
Bryant somehow keeps getting better. After 20 sessions with our group, the consistency alone is impressive—every session feels polished, intentional, and actually tailored to the players. He doesn’t just run encounters; he builds moments that feel earned. Whether it’s tense combat, weird roleplay, or us going completely off the rails, he adapts without missing a beat. What stands out most is how natural everything feels. Nothing is forced. The pacing, the rulings, the way he handles player decisions—it all just flows. You never feel like you’re being dragged through a script or punished for thinking outside the box. If anything, he leans into it and makes it better. Also worth mentioning: the technical side is still rock solid. Foundry runs smooth, visuals hit, audio adds flavor without being overbearing—it enhances the game instead of distracting from it. At this point, it’s not just a good game—it’s something I actively look forward to every week. If you’re on the fence, don’t be.