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 Hottest How-To Guides, Modern
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Adventure Crucible — Building Stronger Scenarios for any RPG

Adventure Crucible — Building Stronger Scenarios for any RPG


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

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A Paleontologist's Guide to Running Prehistoric Beasties

A Paleontologist's Guide to Running Prehistoric Beasties


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

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The Practical Guide to Becoming a Great GM

The Practical Guide to Becoming a Great GM


The Practical Guide to becoming a Great GM is the book that brings all the areas you need to know as a Game Master into a single space and shows you how to do all of it better, faster, clearer, and with confidence to know your game will be awesome. Inside you'll find practical, applicable knowledge to improve your game, training modules to entrench the learning, plus a step by step guide for you to...   [click here for more]
Geekstable  $24.99

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Fate Plus Monster Hunter

Fate Plus Monster Hunter


In the dark corners of the world... ... monsters watch over humanity with hunger for flesh and thirst for blood — others wish to devour their spirits. You have to  be active, or the  they will get you, and your loved ones. Be brave, or you won't get very far, be smart about who you can really trust, and hope...   [click here for more]
Rolepress  $12.97 $9.07

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Worldbuilding For Writers, Gamers and Other Creators Volume One: Star, Planet, Moon

Worldbuilding For Writers, Gamers and Other Creators Volume One: Star, Planet, Moon


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

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After an apocalypse

After an apocalypse


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

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How-To: Hill Tribes

How-To: Hill Tribes


Generally, designing a culture for a book or a game presents you with a choice: either you base it on real-world cultures and likely end up with something that could be described as "Fantasy Bedouin with some Navajo bits tacked on" or you run hog wild and run the risk of overlooking something that, however innocuous, turns out to be vitally important for that type of culture.  There's another way...   [click here for more]
WMB Saltworks  $2.95

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How-To: Far North Peoples

How-To: Far North Peoples


Generally, designing a culture for a book or a game presents you with a choice: either you base it on real-world cultures and likely end up with something that could be described as "Fantasy Bedouin with some Navajo bits tacked on" or you run hog wild and run the risk of overlooking something that, however innocuous, turns out to be vitally important for that type of culture.  There's another way...   [click here for more]
WMB Saltworks  $2.95

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How-To: Horse Nomads

How-To: Horse Nomads


Generally, designing a culture for a book or a game presents you with a choice: either you base it on real-world cultures and likely end up with something that could be described as "Fantasy Bedouin with some Navajo bits tacked on" or you run hog wild and run the risk of overlooking something that, however innocuous, turns out to be vitally important for that type of culture.  There's another way...   [click here for more]
WMB Saltworks  $2.95

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Directing the game – Black Belt techniques for GMs

Directing the game – Black Belt techniques for GMs


Exclusively in Drive-Thru RPG! Your players will think you are the Best Game Master. This book provides 30 Black Belt techniques for Game Masters to level up – all in less than 60 pages.  Improve your GM skills from beginner to advanced, covering the contents of getting the players more involved in the story, delivering your adventure in more entertaining ways, and using...   [click here for more]
United Creatives  $17.41

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Becoming a Better Writer Through Roleplaying & Other Essays on Writing

Becoming a Better Writer Through Roleplaying & Other Essays on Writing


Becoming a Better Writer Through Roleplaying is a series of essays on using RPGs to improve your writing, how and why you should build a fandom, horror and the heroine's journey, writing fight scenes, and point of view (both the fourth person point of view, if such a thing even exists, and the second person point of view).  This content previously appeared on Seventh Sanctum, The...   [click here for more]
WMB Saltworks  $2.95

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Diversity Dungeons : Worldbuilding & Game Design in the Safe Space Age

Diversity Dungeons : Worldbuilding & Game Design in the Safe Space Age


Much digital ink (and blood) has been spilt taking about diversity representation in tabletop gaming and in every other field of geek and nerd endeavour. Usually these conversations are extremely combative and they tend to end poorly for everyone involved. I've been involved in these debates and discussions myself, to my detriment. The position I hold being that free expression and the vision of the...   [click here for more]
Postmortem Studios  Pay What You Want

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How-To: Swamp Folk

How-To: Swamp Folk


Generally, designing a culture for a book or a game presents you with a choice: either you base it on real-world cultures and likely end up with something that could be described as "Fantasy Bedouin with some Navajo bits tacked on" or you run hog wild and run the risk of overlooking something that, however innocuous, turns out to be vitally important for that type of culture.  There's another way...   [click here for more]
WMB Saltworks  $2.95

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Description Cards - Storytellers Deck - ENVIRONMENTS CARDS excerpt - (Creative Inspiration for Writers, Storytellers and GMs).: Contains 12 Cards from the "Description Cards - Storytellers Deck"

Description Cards - Storytellers Deck - ENVIRONMENTS CARDS excerpt - (Creative Inspiration for Writers, Storytellers and GMs).: Contains 12 Cards from the "Description Cards - Storytellers Deck"


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

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How to Spice Up Your Game

How to Spice Up Your Game


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

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How to Use Religion in Your Game

How to Use Religion in Your Game


Gods. Spirits. Demons. Supernatural entities, or maybe mere myths. Omnipotent creators, powerful beings who occasionally interact with lesser ones, or impersonal concepts. Saviors, benevolent helpers who offer illumination or practical assistance, aloof observers, petty mischief-makers, or evil presences. Whatever they are, humankind has always been obsessed with them and with their demands: compliance...   [click here for more]
Avalon Game Company  $5.99

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You + 1000 Stories

You + 1000 Stories


This single page sums up how to use my simple 1000 Stories rules with the setting from You - The RPG of Tomorrow. The You booklet is needed to fully understand how adventures work in that game. This document covers: The dice you need (2d6's only) How to make characters How to use dice to determine results of actions You was created by Mike Petty. 1000 Stories was created by Mike Petty and Clark Rodeffer,...   [click here for more]
Mike Petty Games  Pay What You Want

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Homemade Lighting Made Easy: For Live-Action Role-Playing Games

Homemade Lighting Made Easy: For Live-Action Role-Playing Games


The hardest part for many LARP organizers is knowing how to set up Mood Lighting for their events. Below are instructions that if followed, to allow you to create Homemade Set Lamps that will help to immerse your Players in their environment. ...   [click here for more]
Stardust Publications  $0.99

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1000 Stories - Supplement #3 - Using 1000 Stories in School

1000 Stories - Supplement #3 - Using 1000 Stories in School


This third supplement to the 1000 Stories RPG is written for educators. It explains some general considerations for using it in class to explore a lesson topic. Given the story-based nature of an RPG, this works best in Language Arts or Social Studies classes. Creative students could find ways to tie it into any subject. By planning a Story and playing through it, students deeply explore the theme...   [click here for more]
Mike Petty Games   FREE 

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How to GM Bundle [BUNDLE]

How to GM Bundle [BUNDLE]


This special bundle product contains the following titles. How to be a Great GM Regular price: $5.99 Bundle price: $4.99 Format: PDF Being a great Game Master is a little like being yourself; no matter what you do to be different, you will always be who you really are in the end. Is that a little cryptic? Let me break it down for you. Being a great Game Master...   [click here for more]
Avalon Game Company  $23.96 $19.96

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Scion Community Content Style Guide

Scion Community Content Style Guide


You are the children of the Gods, the enemies of the Titans, and your decisions and actions will help decide the Fate of The World and your own destiny. Will you fight and strive alongside humanity, accomplish great Deeds in the names of your parents, or ascend to the grandeur of Godhood? The Scion: Origin and Hero Style Guide contains: Guidance on how to outline chapters, structure your writing...   [click here for more]
Onyx Path Publishing   FREE 

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They Came From Beyond the Grave! Community Content Guide

They Came From Beyond the Grave! Community Content Guide


Welcome to my gothic castle. Yes, it’s damp, it creaks a little, there’s an unusual smell, and the walls have seen better days, but I’ve no doubt that after a few nights inside, you’ll feel as snug as a bug in a rug.   I know why you’re here, of course. You want to learn secrets from beyond the grave, don’t you? Well, park yourself on one of those stools and your lessons...   [click here for more]
Onyx Path Publishing   FREE 

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