Alex
he/him
Timezone
Language
Experience Level
Identity
My preferences
I like to play...
I like to play games with themes like...
I prefer games that have...
Combat Heavy
Organized Play
Roleplay Lite
Tactical / Crunchy
Reviews I've given (1)
Do you want a well-run and paced campaign that will meet its conclusion? Do you wish you could roleplay with worthwhile prompts, laughs, and dramatic reveals? Want dangerous combat encounters that leave you feeling powerful with well-earned grit? Then Wilks is the GM for you! He's more than willing to work with you to create a unique character and story that blends into the main quest, rather than feeling like filler content. So, if this is your first campaign or your eighth, Wilks will provide you with a believable world, characters, and a willingness to bend the campaign to let you shine rather than the other way around. That said, I won't pretend he's the perfect game master of all time. He expects an adventuring party with a host of interesting characters, not one shining star or a pack of wanderers wondering why they aren't killing each other. If you're willing to work with Wilks just as much as your group mates, you'll find yourself on an adventure worth remembering. Strengths: Strong mix of roleplay and combat. Overall, a lighthearted session tone with serious points (i.e., plot points). Player-first GM style, with a willingness to hear out issues one-on-one. Plenty of experience in both on- and off-module storytelling. He has a life and common sense, so no horror stories. Weaknesses: Lone wolves may not enjoy being driven into Wilk's teamwork approach to combat and roleplay. Hard focus on rules as written, don't expect to play homebrew on your first campaign. He has a life; expect missed sessions due to real-life commitments. Rating: 9/10, a collaborative storyteller in the best sense of the title