Title |
Publisher |
Price |
Put Your Adventures in the Crucible
In his latest contribution to the KRAKEN Chapbook Series, award-winning game designer Robin D. Laws shows the key structures underlying tabletop roleplaying scenarios. Sharpen your adventures in any game by learning the big five adventure types and how they tick.
The Dungeon: Whether you use it regularly or remember it from gaming... [click here for more] |
Tentacles Press |
$8.00
|
NEED TO GET YOUR GENESYS GAME IN THE ZONE?
Do you struggle tracking movement in the abstract range band rules when playing Genesys?
Are you looking for something a touch more concrete?
Well now you can, all within the pages of The Forge Collection: Encounter Zones!
Encounter Zones are an exciting new rule choice that adds movement rules using an optional hex grid system to... [click here for more] |
EDGE Studio |
$5.00
|
Any GM can design a basic dungeon. A dedicated GM takes the extra time to craft exciting, logical and challenging dungeons that are so much more than a series of rooms stuffed full of monsters and treasure.
Be Awesome At Dungeon Design comprises over 200 pages of dungeon design advice from ENnie Award winning designer Creighton Broadhurst. Handling such subjects as a dungeon’s purpose,... [click here for more] |
Raging Swan Press |
$5.95
|
Solo Roleplaying - A brief introduction
This is a guide to the barest essentials of solo roleplaying. If you are unfamiliar with how playing RPGs by yourself works at its core, this guide will help you get started.
Reasons to play by yourself
The most common reason tends to be not being able to find a suitable group to play with. While it’s true there are numerous online platforms... [click here for more] |
Little Dreamer |
$2.00 $1.25
|
A basic GM advice column for running prehistoric animals. One of my three entries to Wayfinder #22. The other two entries will be published in it. ... [click here for more] |
Druid GM Designs |
Pay What You Want
|
Written by a veteran game store owner, the Game Retailer Guide is a how-to industry manual that contains everything you need to know in order to start and run a successful game-selling business.
Topics the Game Retailer Guide covers include:
* Administration & Planning
* Building and Equipping the Store
* Competitive Analysis
* Products and Services
* Marketing & Advertising... [click here for more] |
Skirmisher Publishing |
$9.99
|
Easier Encounters
Encounters are fundamental to great game sessions and campaigns. This book contains my ideas on combining player goals, character choices, stakes, and consequences for building encounters that build into adventures and into satisfying campaigns.
... [click here for more] |
Parts Per Million |
$7.99 $4.99
|
Got something that uses the Fate Accelerated defaults for Fate Core, and you wish it used Fate Core's defaults? Or vice-versa? This handy guide from one of the Fate system's originators gives you perspectives and methods to make the conversion process a snap.
Inside you'll find:
An overview of the differences between the Core and Accelerated defaults for Fate Core.
A method for converting skills... [click here for more] |
Evil Hat Productions, LLC |
Pay What You Want
|
Do you want to write better role playing game story plots? Don't have much time but would like to have engaging storylines for your players to explore?
Key highlights:
Harness your full personal capability using keyword association
Write fast - as quickly as in 10-15 minutes from scratch to gaming table
Be more varied than ever - avoid cliched anti-climatic story arcs
How to run... [click here for more] |
ThinkDifferent |
Pay What You Want
|
24XX is the free version of the rules used by the 2400 series of RPGs, with advice on how to adapt these files for your own game. The SRD is released under a Creative Commons Attribution 4.0 license. Materials include:
Plain text system reference document (SRD)
PDF versions for layout reference
Affinity Publisher version for use as template
Vector... [click here for more] |
Pretendo Games |
Pay What You Want
|
An average gamer is sitting at his desk, scribbling "My setting" on the first page of his notepad. He has prepared in advance: in his mind, he has a plan for the setting, its history, inklings of geography and names. He’s read some guides to creating fantasy worlds as well. He knows a lot of PnP and video game settings, has browsed the websites of complex alternate worlds, and by reading forums... [click here for more] |
GRAmel |
$9.99 $2.49
|
Thoughts on Forging in the Dark is a guide to making and modifying games using the Forged in the Dark tabletop roleplaying game system. Originally written for Blades in the Dark by John Harper, the Forged in the Dark engine has been adapted for use by Scum and Villainy, Band of Blades, and many indie games.
This is a guide for anyone... [click here for more] |
Small Cool Games |
Pay What You Want
|
Adventure Design in Practice is a structured analysis on my upcoming next adventure that will hit the gaming table with my regular group in three days from the time of writing this. It is my personal preparation work in a documented format with designer notes in a classic game master guide style.
I analyze collaborative storytelling and how it can be fused with more linear story design.... [click here for more] |
ThinkDifferent |
Pay What You Want
|
Any GM can design a basic village. A dedicated GM, however, takes the extra time to craft exciting, logical and flavoursome villages that are so much more than a general store, village inn and some dreary peasant huts. Be Awesome at Village Design comprises village design essays by ENnie Award winning designer Creighton Broadhurst and a suite of tables designed to help the busy GM quickly and easily... [click here for more] |
Raging Swan Press |
$3.99
|
Encounters are the motor of your storytelling. The way they are structured contributes the most to your table top experience.
I've compiled a collection of design principles for encounters using my business consultancy skillset. It's been refeshing to deploy those practices to role playing domain and I feel it has given me a new angle to the subject in general.
Key highlights and learning include:... [click here for more] |
ThinkDifferent |
Pay What You Want
|
This book is designed to help narrator's, DM's and game designers who are happy with the lore of their games make suitable and fitting feats to fit within their games and be more closely personalised to the characters needs.
You can design and make a huge variety of feats using the drag and drop system that will work with advanced 5th edition products as well as basic 5e products.
The rules also... [click here for more] |
Homebrew and Hacking |
$11.00
|
What can change a person's very nature?
How can the broken be made whole?
What does it mean to be a hero?
In a world where most people still dismiss genre fiction as ‘trash’ or ‘pulp,' it should be no surprise that role playing games don’t have a reputation for literary value. And, to be fair, I can understand why: most adventures are just... [click here for more] |
Larcenous Designs, LLC |
Pay What You Want
|
See How Stories Work
The most compelling stories move us emotionally. Up and down, between hope and fear, in ways we don’t always expect—but that you can harness as a writer, editor, and critic. This book shows you how to track, map, and understand the rhythm of a story. Whether you’re writing or rewriting, editing a manuscript or dismantling your favorite television episode, Beating... [click here for more] |
Pelgrane Press |
$7.95
|
Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully.
In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction... [click here for more] |
McFarland |
$9.99
|
This concise first volume of Worldbuilding For Writers, Gamers and Other Creators provides straightforward guidance on how to model the astronomical elements of an Earth-like planet for your storyworld setting. Author and storyworld creator Matthew Wayne Selznick ("Brave Men Run -- A Novel of the Sovereign Era") explains the science and helps you through the (basic) math required to:
Select... [click here for more] |
MWS Media |
$2.99
|
Want to break into freelance game design, but don’t know where to start? Have you already had a crack at pitching a project and failed? If so, this is the book for you! Inside, Creighton Broadhurst publisher at Raging Swan Press and an ENnie Award winning game designer reveals his hints, tips and strategies for a successful career in freelance game design.
This book covers such subjects as:
What's... [click here for more] |
Raging Swan Press |
$4.99
|
Your PCs have final emerged from the dungeon laden with loot prised from the clutches of their slain foes. Heroically returning to civilisation, they find a tavern, divide up their loot and relax. Then they ask “So what are the people like here, anyway?” At this point, the GM likely panics and either replies “nothing special” or improvises a series of similar, one-dimensional (and ultimately... [click here for more] |
Raging Swan Press |
$5.99
|
Caltrop Solo
This document provides a simple set of generic solo tools that can be included in any Caltrop-derived game.
These rules use the native Caltrop d4 mechanic for its oracle and for adventure flow control. Generic open-question prompt words are provided, and instructions for how these should be modified as you build your Caltrop game.
These solo rules are covered by the same... [click here for more] |
Parts Per Million |
$2.00
|
This publisher's resource contains the Affinity Publisher Basics - A Beginner's Guide to Using Affinity Publisher for SWAG (PDF) and an Affinity Publisher Template (.afpub) to help you make PDFs for Savage Worlds Adventurers Guild.
Inside you will find a template with all the paragraph styles, backgrounds, and images needed to create... [click here for more] |
Pinnacle Entertainment |
$4.99
|
This guide covers the very basics of the USA's intellectual property law, as applied to roleplaying games. The guide covers copyrights, trademarks, patents, and how they apply in the RPG world. The guide then goes over a few types of pre-existing material that creators can leverage in their own creations without incurring legal liability, such as stock characters and publicly-licensed content.
It's... [click here for more] |
Omnichromatic Pirate Unicorn Games |
Pay What You Want
|
Build the Store Your Community Deserves.
Tabletop gaming is on the rise. If you love games like Catan,, Magic: The Gathering, or Dungeons & Dragons; like the sound of being your own boss; and are willing to dive deep into what it takes to build a successful business, then this is a book for you.
In Friendly Local Game Store, you’ll learn what you need to know... [click here for more] |
Pelgrane Press |
$9.95
|
The RPG Handbook is a system-free guide to playing tabletop roleplaying games (RPGs). The RPG Handbook looks at:
Inviting new players to try out tabletop RPGs.
Getting kids involved in trying out imaginative games.
Emphasizing deeper character development.
Making it easy to run and vary solo and team RPG gameplay.
Turning players into GMs - and GMs into games designers.
Offering GMs the means to rapidly... [click here for more] |
Dragonfly |
Pay What You Want
|
So you want to make a tabletop roleplaying game? Awesome! You're following in a long tradition of making tabletop roleplaying games. Let me save you most of the time and glitches with Master, the world's first tabletop roleplaying game system creator!
Master's two years of development, playtesting, and hassle should leave you with only months, weeks, or even days... [click here for more] |
Noah Kastin |
Pay What You Want
|
This module can be used with an TTRPG, but was made for TTRPG "Apocalypse Keys".
This module seamlessly integrates with the renowned TTRPG "Apocalypse Keys", promising an immersive experience in a post-apocalyptic landscape. Whether you're facing the aftermath of a Harbinger or navigating a primitive world, the possibilities are as vast as your imagination.
Lucky 7 Enticements: Explore seven captivating... [click here for more] |
DMDU |
Pay What You Want
|
The Training Arc Guide for Big Eyes, Small Mouth!
Training Arcs are segments of a story that focus on a character's development, forcing them to grow by overcoming a variety of obstacles and challenges. By successfully completing a Training Arc, characters become drastically more powerful than before, finding ancient weapons, unlocking incredible... [click here for more] |
Dyskami Publishing Company |
$4.00
|
GENERIC ADVENTURE MAGAZINE, #1, 2018.
In this issue: Speed writing an adventure!
In a few steps, I lay out a simple path on how to speed write an adventure to any role playing game. It doesn't matter if what you're going to play is horror, sci-fi, fantasy or anything else - you can use these techniques and ideas to any game and genre.
Four simple steps to create... [click here for more] |
PenguinComics |
$2.00
|
Tous les conseils pour améliorer vos parties de jeu de rôle !
La Bible du Meneur de Jeu est un guide complet de 200 pages illustrées en couleurs qui rassemble en un seul ouvrage tous les conseils pour des parties plus intenses et plus fun.
Vous y trouverez notamment des conseils pour :
- gagner du temps lors de la préparation et l’écriture de vos scénarios... [click here for more] |
Footbridge |
$37.18 $12.93
|
Good vs. evil is cliche, boring, and predictable. It's a simplistic plot device for children's fairy tales, not epic world-building campaigns. You can add considerably more depth to your factions with just a couple simple techniques discussed within. (5 pages) ... [click here for more] |
Anachromystic |
Pay What You Want
|
It's easy to make aliens: take a person or a dog, slap some antennae on 'em, maybe some ooze and some spooky talons, and then put some random letters together in a nigh-unpronounceable combination.
As I said, it's easy to make aliens. What isn't easy is making them well.
Even when you're working hard to be creative, it can sometimes be hard to get out of the rut of familiarity, to go... [click here for more] |
WMB Saltworks |
$2.95
|
Let's Make Testing Easy!
Testing turns good products into great ones. Every product benefits from it, from the biggest system books to the smallest gazetteers, but too often, products go without testing because their creators feel that they don’t have the time or know-how to run tests.
It doesn't have to be that way!
Pesto's Guide to Testing is a comprehensive guide to TTRPG testing aimed... [click here for more] |
Spencer Hibnick |
Pay What You Want
|
Tired of samey and tropey medieval civilizations and societies in your realistic or fantasy RPGs? With this generator, based on actual theories of political development, you can generate entirely unique, detailed societal structures, governments, and conflicts which are entirely realistic, but may have never occurred in the real world.
You may create civilizations appropriate to your world’s equivalent... [click here for more] |
Currentpattern |
Pay What You Want
|
GENERIC ADVENTURE MAGAZINE, #2, 2019.
In this issue: Backwards gaming!
Remember Memento? Ever seen Irréversible? Both are amazing movies. And both are made using the same story telling technique: telling the story “backwards”. In this magazine, I will explain how to use this technique in a role playing adventure! Backwards game play isn't easy – but it can be pretty rewarding. Included... [click here for more] |
PenguinComics |
$2.00
|
Have you ever got stuck without ideas when creating towns, cities, etc. for your RPG adventures?
Are you tired of creating dull one-dimensional towns? Do you want to add a little extra depth to the towns where your adventures are taking place?
Then this little guide is for you!
A town is not just a place where a bunch NPCs live and wait for the... [click here for more] |
Mist Bard Press |
$2.49
|
Twenty videos with a runtime of around four hours, covering every common aspect of creating your own RPG game from your brainstorming of concepts all the way through to selling it. This work is accompanied by a series of worksheets that you can reference as your project unfolds.
Game design
Genre choices
Marketing
Sales points
All this, and more, are covered. ... [click here for more] |
Postmortem Studios |
$19.99
|
This document collects several tools and tips that I have used as a Game Master in my TTRPGs for over thirty years. Each of the ideas works either by itself or in conjunction with any or all of the other ideas. Pick and choose what works for you! Enjoy! ... [click here for more] |
JacobtheGM |
Pay What You Want
|
A collection of tips and tricks - with examples and anecdotes - to enhance your encounters, making them more engrossing, engaging, rewarding, and memorable for the players. (5 pages) ... [click here for more] |
Anachromystic |
Pay What You Want
|
CaltropEX Solo
This booklet gives a solo play SRD for the Caltrop Classic Core EX.
The intention is that these solo rules can be built into any game derived from Caltrop EX.
All the most common solo tools for oracle-driven play are here, along with advice on integrating solo play into your Caltrop-based game/rules.
... [click here for more] |
Parts Per Million |
$2.00
|
Written by the Usherwood Adventures publisher/designer/author James D. Kramer with the complete InDesign novice in mind, this book is intended to help you get started creating professional documents in InDesign; focusing the skills you need to get up and running quickly, without getting bogged down in a lengthy explanations that makes your eyes glaze over.
The package you will download contains a... [click here for more] |
Usherwood Publishing |
$1.00
|
Want to write for games?
Think your art is ready for professional publication?
Not sure how to get your foot in the door?
Freelance writer/editor/game creator Jess Hartley shares her secrets for using conventions as an entry into the game industry.
This was originally a series of articles presented on Jess' website to offer her experiences and advice to potential freelancers looking to make the... [click here for more] |
FR Press |
$0.99
|
"This is the single most valuable resource to date for the design of cooperative games."
— Raph Koster, author of A Theory of Fun
"Meeples Together is a must read for any emerging game designer, and an interesting read for all hobby gamers."
— Richard Launius, designer of Arkham Horror
“Required reading for game designers of any kind, bursting at... [click here for more] |
Pelgrane Press |
$9.95
|
Writer's Handbook at a Glance
Use the tools provided by the Once Upon a Time game to fuel your own fiction writing.
Requires a copy of Once Upon a Time to use.
Spin a Yarn: More about the Writer's Handbook
In Once Upon a Time, players work together to tell a tale based on the information on the cards in their hand. Use this game to jumpstart your... [click here for more] |
Atlas Games |
$2.95
|
Some people play roleplaying-games for the challenge; others play them for the story. Award-winning fantasy author and freelance game writer Marie Brennan is unabashedly in the latter camp. In these essays she looks at tabletop and live-action RPGs from a narrative perspective, exploring the ways the framework of a game can generate and support (or undermine) your tale. Whether you are a player or... [click here for more] |
Swan Tower |
$2.99
|
How to best describe Landscapes?
It’s important to give your audience (readers or fellow gamers) a sense of place. That is, a landscape they can identify with and/or visualize.The difficulty here is placing a feature, a moment or a mark on the landscape that's memorable and (more importantly) indigenous to the landscape. This is exactly what these cards... [click here for more] |
Conflict Games, LLC |
$0.99
|
In this booklet we’ll be approaching role-playing games like an exercise in collaborative storytelling. The GM and players are authors in more-or-less equal measure, though the GM bears perhaps a little more responsibility than the others in terms of keeping everything organized. These tips are based on the author’s career experience as a screenwriter and author of genre fiction. ... [click here for more] |
Taoscordian Games |
$4.99
|
When you play games often, and especially when you play many different games, at some point you might notice that the playing routine starts to get really similar and linear each time you play. Player behavior as well as your own behavior as a game master can easily become all too uniform if you do not vary the game experience enough. This book covers suggestions for many different techniques that,... [click here for more] |
Avalon Game Company |
$5.99
|