Title |
Publisher |
Price |
 Use iconic monsters in character development, worldbuilding, and adventures!
Dragons exist in folklore as far back as ancient Mesopotamia. Massive, serpent-like creatures can be found in the legends and mythologies of Egypt, Greece, and Northern Europe. In Western cultures, the image of the fearsome, fire-breathing dragon first appeared in the Middle Ages, an amalgam of the various traditions... [click here for more] |
Dancing Lights Press |
$2.00 $1.60
|
 Use the ability to call forth and command forces in character development, worldbuilding, and adventures!
The word conjure stems from the Latin coniurare, to swear together or conspire. It means to command an oath, as in a pledge of duty or loyalty. Around the 14th century it took on the magical connotation of constraining a demon or spirit, forcing it to do that caster’s bidding.... [click here for more] |
Dancing Lights Press |
$2.00
|
 Use centers of trade and culture in character development, worldbuilding, and adventures!
A city can be a lot of things. It might be a crossroads, the place where trade routes converge and merchants ply their trade. Some see it as a place of opportunity, to gain wealth and power, politically and otherwise. Others find it to be center of culture and the arts. It can be a refuge, where those... [click here for more] |
Dancing Lights Press |
$2.00
|
Develop Settings, Character Backgrounds, and Adventures
Worldbuilding is essential to good fiction, regardless of the genre or medium. It creates the context for the characters and the stories that they’re involved in. The information necessary to understand the motivations of the villains, the goals of the story, and what’s at stake if the protagonists fail, are all tied up on the setting... [click here for more] |
Dancing Lights Press |
$8.90
|
 Use strange beings and alien creatures in character development, worldbuilding, and adventures!
People frequently want to add Lovecraftian horrors to their fantasy games, but they’ve been there since the beginning. Thing that are beyond the day-to-day existence of a standard high fantasy setting. Creatures so strange that their aims and desires are unfathomable. Beings that are so unlike... [click here for more] |
Dancing Lights Press |
$2.00
|
 Use perilous peaks in character development, worldbuilding, and adventures!
Mountains are places of mystery. Rising above the surrounding landscape, they are seen by all but only known to few. Myth and legend names them as the home of the gods. Rivers and streams originate there. Dangerous creatures dwell there. The terrain is often steep, and cold, and sometimes even volcanic. The perfect... [click here for more] |
Dancing Lights Press |
$2.00
|
 Use Underground Realms in Character Development, Adventure Design, and Worldbuilding
The concept of an underground world comes straight out of the classic hero’s journey. The hero leaves home, descends into the underworld to be tested, and returns a changed person. It’s the part of the story where the challenges are faced, the glory is earned, and the treasures are acquired. Other... [click here for more] |
Dancing Lights Press |
$2.00
|
Design dynamic settings that support telling great stories!
Setting Design helps you to assembling the critical details that you will need in order to tell a story. More than mere worldbuilding, this book shows you how to save prep time by focusing on just the elements you'll need and use. With clear step-by-step instructions, you can:
Create a clear premise for your... [click here for more] |
Dancing Lights Press |
$10.00
|
 Use arcane deception in character development, worldbuilding, and adventures!
Illusion is the tricking of the mind, and the distorting of the senses. As a category of magic, its purpose is to alter the target’s perception of reality. The definition of illusion magic has expanded over time to include spells that act as disguises, defenses, and forms of attack. Illusion allows casters... [click here for more] |
Dancing Lights Press |
$2.00
|
Worldbuilding is the Second Pillar of Fantasy Storytelling
Any System! Any Setting! Worldbuilding is essential to a good fantasy adventure. It creates the context for the characters and the stories that they’re involved in. The information necessary to understand the motivations of the villains, the goals of the story, and what’s at stake if the protagonists fail,... [click here for more] |
Dancing Lights Press |
$9.50
|
"Gnome Stew has hit another home run for the Game Master. Never Unprepared has earned a permanent place in my GM toolbox, right along side the likes of Robin’s Laws of Good Game Mastering, Hamlet’s Hit Points, Play Dirty, Eureka, and Masks. Highly recommended." -- RoleplayDNA review
2013 Origins Award nominee for Best Game-Related Publication - 2013 ENnie Award nominee... [click here for more] |
Engine Publishing |
$19.95 $9.95
|
 Use the highest order of good beings in character development, worldbuilding, and adventures!
Divine beings don’t get the attention they deserve in fantasy roleplaying games. They should somehow play a larger role than they do in the cosmology of our favorite fictional universes, given that they are the extraplanar exemplars of all that is right and good in the multiverse.... [click here for more] |
Dancing Lights Press |
$2.00
|
 This novella tells the TRUE story of Goratrix, his abiding lust for his lover and master, Tremere, and the foundation of House and Clan Tremere.
"Warning: This book contains adult content, and a sex-focused take on Tremere high ritual, including a graphic look at the creation of the clan, the creation of thaumaturgy, and the creation, and seduction, of the first Gargoyle. This should not be... [click here for more] |
White Wolf |
Pay What You Want
|
Using Fantasy Cultures and Races to develop Characters, Worldbuilding, and Adventures
In the context of a fantasy world, culture can mean a lot of things. Often people reduce it to what tabletop games traditionally call race. Elves are magical, learned, and like nature. Dwarves are sassy, temperamental, and like to party. It’s not so much a collection of cultural markers, or even ethnic markers,... [click here for more] |
Dancing Lights Press |
$10.00
|
Use Ordinary Animals in Character Development, Adventure Design, and Worldbuilding
Let’s be honest and admit that ordinary animals don’t get the love they deserve in fantasy roleplaying games. In fiction, as in real life, we love a cute cat or a precocious dog. They’ve got personality. Other beasts, like horses, rabbits, and monkeys, get a lot of affection. At the table,... [click here for more] |
Dancing Lights Press |
$2.00
|
Use Magical Insight in Character Development, Adventure Design, and Worldbuilding
Divination comes from the Latin word divinare, which translates as “to be inspired by God”. As a category of magic, its purpose is to help the caster gain insight, if not direct answers, to a wide variety of situations. The definition of divination magic has expanded over time to include... [click here for more] |
Dancing Lights Press |
$2.00
|
Using Arcane Magic to develop Characters, Worldbuilding, and Adventures
Arcane magic is a foundational element of tabletop fantasy. Whether you’re drawing upon the concepts of Vancian magic as interpreted by Gygax and Arneson, or embracing pseudo-historical tradition of Hermeticism, the ability to manipulate supernatural energy and cast spells is an important part of the genre. With no arcane... [click here for more] |
Dancing Lights Press |
$7.90
|
“Twenty three short essays from twenty three exceptional Game Masters and creators that will invariably aid you in your quest to make your games better because they reflect what happens, rather than what you have planned.” — Sean’s Pick of the Day review
2015 Golden Geek Award nominee for Best Supplement and Best Artwork & Presentation
Improvisation... [click here for more] |
Engine Publishing |
$19.95 $9.95
|
“If you’re planning on running a campaign, you’ll want this book.” — Critical Hits review
2014 ENnie Award nominee for Best Aid/Accessory - 2013 Golden Geek Award nominee for Best Supplement
Do you ever wish you had a guide to help make running ongoing campaigns easier and more fun? Then you need Odyssey: The Complete Game Master's Guide... [click here for more] |
Engine Publishing |
$24.95 $11.95
|
 Use Protective Magic in Character Development, Adventure Design, and Worldbuilding
Abjuration comes from the Latin word abjurare, which translates as “to forswear”. As a category of magic, its purpose is protection and defense. The definition of abjuration magic has expanded over time to include spells that act as armor, prevent magical intrusion, and banish... [click here for more] |
Dancing Lights Press |
$2.00
|
Characters are the First Pillar of Fantasy Adventure!
Any System! Any Setting! You’ve created fantasy roleplaying characters before. Odds are that the focus of the system you used was on the crunchy bits. The process tacked background details on at the end that may not have been relevant to the adventures you played. Most of the time, your character’s back story... [click here for more] |
Dancing Lights Press |
$9.50
|
Adventure is the Third Pillar of Fantasy Storytelling
Any System! Any Setting! This book is about story. I named it Adventure Theory because it’s a more compelling title for tabletop roleplaying gamers, but it’s only one component of a great fantasy adventure. To have a compelling adventure, you need solid characters and an interesting setting as well as a moderately... [click here for more] |
Dancing Lights Press |
$9.80
|
Using Divine Magic to develop Characters, Worldbuilding, and Adventures
Divine magic is an element of tabletop fantasy with that’s seen a lot of changes. Originally intended to help emulate vampire hunters in Hammer Horror films (seriously) by allowing characters to turn and disrupt the undead, it’s grown to encompass a whole spectrum of real-world religious influences, mythology, and... [click here for more] |
Dancing Lights Press |
$8.70
|
"What I'm saying is that GMs out here need this book. You may be fine coming up with awesome NPCs on your own and don't think you need something like this, and what I'm telling you is that this book is more than just a thousand characters, it's a million stories." -- Dave Chalker, Critical Hits review
2013 ENnie Award winner for Best Aid/Accessory - 2012... [click here for more] |
Engine Publishing |
$34.95 $16.95
|
The heart of roleplaying is the gaming session, that point when everyone is gathered around the gaming table — and exactly when so many of your game mastering skills are most needed. To the best of our knowledge, there's never been a system-neutral book focused on running great sessions. Until now. Focal Point: The Complete Game Master's Guide to... [click here for more] |
Engine Publishing |
$24.95 $11.95
|
Teams of Characters in Fantasy Adventure
Any System! Any Setting! In the past four decades there have been millions of words written about character creation. There are scores of books on worldbuilding, and notable volumes on fantasy adventure design. For some reason, though, little has been written about the nature of parties.
To be sure, we do talk about “party... [click here for more] |
Dancing Lights Press |
$9.50
|
Use time-tested story structures to create better adventures!
All great stories need a beginning, a middle, and an end. On that basic structure writers and storytellers throughout the ages have woven variations and created masterpieces. We keep coming back to the same foundations today for one very good reason: those structures are versatile and continue to work. This book helps you leverage... [click here for more] |
Dancing Lights Press |
$10.00
|
Create memorable characters with great story potential!
At the heart of all great stories are strong characters. It doesn’t matter whether you’re reading a short story, writing a novel, or watching a play. The characters found in TV series, comic books, and games are more alike on a creative level than they are different. The symbiotic relationship between character and story... [click here for more] |
Dancing Lights Press |
$10.00
|
"Much more than a simple book of plots, Eureka! stands as one of those essential tools that GMs and game designers will find themselves reaching for again and again." -- Game designer Wolfgang Baur, Kobold Quarterly review
2010 Golden Geek Award nominee for Best Supplement
Featuring a foreword by gaming industry legend Monte Cook, Eureka contains 501... [click here for more] |
Engine Publishing |
$34.95 $16.95
|
You love Dungeons and Dragons. As an experienced dungeon master you've run dozens, if not hundreds of games. You put a lot of work into making your games great. What if there's another way to look at how you prepare your game? What if it turned out you could spend less time, less energy, and have a better game as a result?
It's time to unleash the Lazy Dungeon Master.
Written in the style of Sly... [click here for more] |
SlyFlourish |
$5.99
|
Add more thrills and dramatic tension to your mystery adventures!
Story Design Volume 7 - The word mystery carries a lot of cultural baggage. From a genre point of view, it’s typically associated with murder. The story goal is to discover who did it, although more modern variations focus on figuring out how it was done, in order to prove who did it. A mystery doesn’t... [click here for more] |
Dancing Lights Press |
$2.00
|
More than simple plot hooks or adventure seeds!
Click on Full Size Preview for a sample!
A premise is the heart of a story summed up in a single sentence. It should provide a general overview of what happens, without spoiling anything. A good premise contains, explicitly or by implication, four key elements of the story: who the protagonists are, what the goal of the story... [click here for more] |
Dancing Lights Press |
$10.00
|
How can you put more action and excitement in your traveling adventure stories?
Story Design Volume 1 - In the journey plot, the protagonist travels and has an adventure. It’s a simple as that. There’s no deeper meaning or existential crisis underlying the trip. There’s hidden message, or a need for the character to experience personal growth. It’s... [click here for more] |
Dancing Lights Press |
$2.00
|
How can you add more emotional resonance to your quest adventure story?
Story Design Volume 2 - In the search plot, the protagonist is looking for something. It might be an object, a person, or a piece of information. The thing they’re searching for might be real, or it could be metaphorical. It doesn’t actually matter, because this is really a character-driven... [click here for more] |
Dancing Lights Press |
$2.00
|
Have you ever wanted higher stakes and deeper meaning in your escape adventures?
Story Design Volume 5 - A breakout story involves a protagonist trying to escape from a situation that’s not of their choosing, and possibly not of their making. Their captivity can be literal, like being locked in prison or stranded on an island. It may also be figurative, like an abusive... [click here for more] |
Dancing Lights Press |
$2.00
|
How can you add more dark danger and wicked fun to your temptation adventures?
Story Design Volume 10 - A seduction story has the protagonist trying to avoid doing something they know they aren’t supposed to do. It could be lying, cheating, stealing, breaking an oath, succumbing to addiction, or anything that has serious consequences. The thing that the protagonist... [click here for more] |
Dancing Lights Press |
$2.00
|
How can you add more retribution and gratification to your revenge adventures?
Story Design Volume 6 - In a payback story the protagonist, or someone close to them, has somehow been wronged by the antagonist. Seeking to balance the scales or settle the score, the protagonist goes on a mission of revenge. It’s a story about a person seeking justice by taking the law... [click here for more] |
Dancing Lights Press |
$2.00
|
Have you ever wanted more danger and excitement in your pursuit adventure stories?
Story Design Volume 3 - In a chase story, one character is pursuing another. The antagonist may be after the protagonist, or vice versa. The person being chased is often in possession of something valuable or important, has committed a crime and is fleeing justice, or believes... [click here for more] |
Dancing Lights Press |
$2.00
|
How can you add more conflict and suspense to your competitive adventures?
Story Design Volume 8 - In a duel story, the protagonist and antagonist are competing against one another. They may be fighting to obtain the same objective, or simply trying to insure that the other doesn’t get what they’re after. The rivalry might be a sports competition, a race to make... [click here for more] |
Dancing Lights Press |
$2.00
|
Have you ever wanted more suspense and peril in your rescue adventures?
Story Design Volume 4 - A rescue plot is an action-heavy structure where a supporting character (the victim) is being held against their will by the antagonist. The protagonist’s job is to locate the victim and escort them back to safety. There are variations possible, but the core of a rescue story... [click here for more] |
Dancing Lights Press |
$2.00
|
 More than simple plot hooks or adventure seeds!
Click on Full Size Preview for a sample!
A premise is the heart of a story summed up in a single sentence. It should provide a general overview of what happens, without spoiling anything. A good premise contains, explicitly or by implication, four key elements of the story: who the protagonists are, what the goal of the story... [click here for more] |
Dancing Lights Press |
$10.00
|
How can you add more heroic struggle and vicarious thrills to your underdog adventures?
Story Design Volume 9 - In a dark horse story, the protagonist and antagonist are not evenly matched. The odds are stacked heavily in favor of the antagonist. Initially no one takes the protagonist seriously, but over the course of the story they shake off their underdog status to become... [click here for more] |
Dancing Lights Press |
$2.00
|
Using Clerics in Worldbuilding and Adventure Design
Any System! Any Setting! Clerics bring a sense of mythology to a fantasy world. They validate the existence of deities. Their beliefs reflect the morals and ethics of their religion, if not the broader cultures of the setting. The magic they utilize is different because it is divinely bestowed for faithfulness... [click here for more] |
Dancing Lights Press |
$8.60
|
 More than simple plot hooks or adventure seeds!
Click on Full Size Preview for a sample!
A premise is the heart of a story summed up in a single sentence. It should provide a general overview of what happens, without spoiling anything. A good premise contains, explicitly or by implication, four key elements of the story: who the protagonists are, what the goal of the story... [click here for more] |
Dancing Lights Press |
$10.00
|
Using Wizards in Worldbuilding and Adventure Design
Any System! Any Setting! The appeal of the wizard is that in many way it’s the most iconic of character classes. Nothing screams fantasy like an arcane spellcaster, able to manipulate the forces of magic that set your fictional realm apart from the real world. While this means, in most systems,... [click here for more] |
Dancing Lights Press |
$8.60
|
Using Rogues in Worldbuilding and Adventure Design
Any System! Any Setting! The appeal of the rogue is their reputation as the non-conformists of character classes. Even if they’re not outright thieves, they have a reputation for being a bit freewheeling, morally flexible, and willing to do things other characters aren’t. They’re skill-oriented... [click here for more] |
Dancing Lights Press |
$9.90
|
Stories at the intersection of fantasy, science fiction, and horror!
Click on Full Size Preview for a sample!
A premise is the heart of a story summed up in a single sentence. It should provide a general overview of what happens, without spoiling anything. A good premise contains, explicitly or by implication, four key elements of the story: who the protagonists are, what... [click here for more] |
Dancing Lights Press |
$10.00
|
 More than simple plot hooks or adventure seeds!
Click on Full Size Preview for a sample!
A premise is the heart of a story summed up in a single sentence. It should provide a general overview of what happens, without spoiling anything. A good premise contains, explicitly or by implication, four key elements of the story: who the protagonists are, what the goal of the story... [click here for more] |
Dancing Lights Press |
$10.00 $5.00
|
Add a sense of alienation to your metamorphosis stories and adventures.
Story Design Volume 11 - In a curse story the antagonist feels that the protagonist has done something wrong. Maybe they have, and the antagonist’s actions are justified; maybe they haven’t, and the antagonist’s wrath is misplaced or unfair. As a result of the antagonist’s need... [click here for more] |
Dancing Lights Press |
$2.00
|
Using Fighters in Worldbuilding and Adventure Design
Any System! Any Setting! The appeal of the fighter is that it’s the most generic of character classes. It plays to the most basic rules, regardless of what system you’re using. There are no complicated and esoteric exceptions to be learned, making it perfect for new players. For those interested... [click here for more] |
Dancing Lights Press |
$8.40
|