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Building Adventures

Building Adventures


Like any other form of fiction, a tabletop roleplaying adventure works best when there’s a beginning, a middle, and an end. Player characters can pursue a goal without being railroaded into one specific way of achieving it. That same goal prevents characters from wandering aimlessly through an open-ended setting. A balance of styles will respect the players’ creativity and choices, while reducing...   [click here for more]
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Building Characters [Second Edition]

Building Characters [Second Edition]


A new edition of the best-selling classic! Tabletop roleplaying is about characters. It’s something so fundamental and obvious that it’s often taken for granted. If your tastes run toward the wargaming end of the spectrum, a character is your game piece, the way that you interface with the system. For those who lean more toward the storytelling end, your character is a means of self-expression,...   [click here for more]
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Building Worlds [Second Edition]

Building Worlds [Second Edition]


A new edition of the bestselling classic, Setting Design! The term worldbuilding gets thrown around frequently by tabletop roleplayers in reference to the construction of a fantasy realm or even an entire fictional universe. There are maps and ecologies and complex histories involved, with all sorts of engaging little details sprinkled in. While these worlds are presumably being created to provide...   [click here for more]
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Bullet Journaling for Gamemasters, Revised

Bullet Journaling for Gamemasters, Revised


The PDF version has been revised to include photographic examples. Bullet journaling has become something of a phenomena over the past few years. The ability to combine the calendar functions of a day planner, the utility of to-do lists, and the personal documentation of a diary into a single, easy-to-use notebook is appealing and practical. It’s a simple, efficient,...   [click here for more]
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Hippogryph Issue Five

Hippogryph Issue Five


Welcome to Issue Five: Quaranzine Part 2 If you haven’t read Issue Four, I need to tell you that this is not an issue packed with advice converting the classic board game Pandemic in to a tabletop roleplaying scenario, nor is it a devoted to Max Max-style post-apocalyptic settings. Sorry. It’s the second of three issues that I’ve put together in response to the COVID-19 global pandemic. I’ve...   [click here for more]
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Hippogryph Issue Four

Hippogryph Issue Four


Welcome to Issue Four: Quaranzine Part 1 A bit of clarification before we begin: This is not an issue packed with advice on running modern-day medical thrillers, developing post-apocalyptic fantasies, or rules for deadly viruses. Sorry. It’s the first of three issues that I’ve put together in response to the COVID-19 global pandemic. During this period of social distancing and self-isolation,...   [click here for more]
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Hippogryph Issue One

Hippogryph Issue One


in this issue:  fandom as religion - In the past decade fandom has become contentious and un-fun. With the mainstreaming of things formerly relegated to the fringes, is there any reason to continue supporting an increasingly toxic fan culture? novel-style character profiles - A character sheet is only good for the game system it was created for, but a character profile...   [click here for more]
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Hippogryph Issue Six

Hippogryph Issue Six


Welcome to Issue Six: Quaranzine Part 3 If you’re experiencing a bit of deja vu, then you’ve already read Issue Four and Issue Five. Thanks! For those just tuning in, this “quaranzine” special is not an issue packed with advice recreating the 1995 medical disaster movie Outbreak at your tabletop. Nor does it delve into the possible armor class protection offed by hazmat suits. Sorry. It’s...   [click here for more]
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Hippogryph Issue Three

Hippogryph Issue Three


in this issue:  The Necessity of Kindness - Rather than write about horror as originally planned, I decided to focus on being pleasant to one another instead. There is no tabletop roleplaying without people. Play nice.  Paladins Revisited - We think of paladins as holy warriors, but what if we came at them from a more romantic perspective? Rather than devotion...   [click here for more]
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Hippogryph Issue Two

Hippogryph Issue Two


in this issue:  why do a wrestling issue? - If you don’t care about professional wrestling, why are you reading this issue? Well, it’s about unarmed combat, improvised weapons, character development, and storytelling. That’s RPG material right there. characters: wrestler archetypes - How to make RPG characters inspired by professional wrestling. Whether you’re...   [click here for more]
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Hippogryph Issue Zero

Hippogryph Issue Zero


In This Issue: Welcome to Issue Zero - It’s a game system! It’s a zine about tabletop roleplaying! It’s both! An introduction to the Hippogryph project, what to expect in this issue, and what you can look forward to in future issues. How to Create Things - From characters to magic items to worlds, a unified system for creating all of the elements that go into...   [click here for more]
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Adventure Design Guides [BUNDLE]

Adventure Design Guides [BUNDLE]


This special bundle product contains the following titles. Bitter Rivals: Adventure Design Guide Regular price: $1.99 Bundle price: $1.19 Format: PDF In a Bitter Rivals adventure, the player characters will be called upon to compete against an adversary that is their equal in nearly every way. The nature of the competition can...   [click here for more]
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Bitter Rivals: Adventure Design Guide

Bitter Rivals: Adventure Design Guide


In a Bitter Rivals adventure, the player characters will be called upon to compete against an adversary that is their equal in nearly every way. The nature of the competition can be nearly anything, but is centered on the types of abilities and challenges that the PCs are meant to be the best at. During the course of the adventure, they will have to not only do their best, but find new ways...   [click here for more]
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Hot Pursuit: Adventure Design Guide

Hot Pursuit: Adventure Design Guide


In a Hot Pursuit adventure, the player characters will be running for their life to get away from some person, organization, or force that’s chasing them. During the course of the adventure, they will have to run, hide, and do everything they can to slow doing their pursuer and stay ahead in the chase. By the end, they should safely escape, either by resolving the issue they’re...   [click here for more]
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Long Strange Trip: Adventure Design Guide

Long Strange Trip: Adventure Design Guide


In a Long Strange Trip adventure, the player characters will set out to see the world. They know that fortune and fame await them, but it won’t be found at home. It’s a type of adventure that’s more a showcase for your worldbuilding than it is a vehicle for character development. That doesn’t mean that the player characters can’t learn and grow, but it’s...   [click here for more]
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Rescue Mission: Adventure Design Guide

Rescue Mission: Adventure Design Guide


In a Rescue Mission adventure, the player characters will be called upon to locate and save an important non-player character. It might be someone important to the setting, like a member of a royal family, a popular celebrity, or a beloved figure in the community. The kidnap victim could be a close friend or part of the player characters’ family. During the course of the adventure,...   [click here for more]
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Retribution: Adventure Design Guide

Retribution: Adventure Design Guide


In a Retribution adventure, the player characters will suffer some injustice. It might be something done to them, or to people they care about. This requires them to right that wrong in creative and emotionally satisfying ways. During the course of the adventure, they will have to locate the people responsible, plan how they want to get payback, and gather together the resources to pull it off....   [click here for more]
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The Escape Plan: Adventure Design Guide

The Escape Plan: Adventure Design Guide


In an Escape Plan adventure, the player characters will be captured and confined by the antagonist in some way. It should have literal elements, all though some of it could be cultural, political, or religious oppression. During the course of the adventure, they will have to avoid antagonist and make a plan to escape their captivity. By the end, they should be able to escape and finally...   [click here for more]
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Worldbuilding Prompts

Worldbuilding Prompts


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]
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