The Game Master's Campaign Planner


Book Description

Keep all your campaign notes together in this organizational workbook for game preparation. Inside you'll find sections for: Intro & Setup; Dungeon details; Monster lists; Traps; Encounters; Random extras to have for those times when the players decide to take their party in a different direction (and we know how much they love doing that); Quest details (main and side quests); NPC creation; Map making; and more. Get this great tool for the avid gamer who loves to build adventures. This series comes in various covers to accent each class and the dice master. Pick your favorites for each new campaign.




Game Master Campaign Planner - RPG Reference Book - Tabletop Role Playing


Book Description

This planner notebook is set up with ruled and grid lined pages, alternating. This lets you, as the game master, draw your campaign maps and illustrations on the grid side, while making all of your insidious notes and map legends on the ruled side. Have a separate notebook for each campaign. That way you can keep tabs on which of your player groups are in the hottest of water. Perfect for all tabletop RPG genres including: Fantasy, Science Fiction, Modern Adventure, Superhero, and MORE.




Campaign Planner Dungeon Master's Kit


Book Description

Use your Campaign Planner to plan and run your next Dungeons & Dragons 5th Edition Campaign




The Game Master's Book of Non-Player Characters


Book Description

From the #1 Best-Selling author, Jeff Ashworth, comes the latest addition to The Game Master series, with more than 500 NPCs ready to populate your campaign whenever you need them! As is often the case in tabletop roleplaying games, players often venture into locales or look for answers in places and among people busy Game Masters simply didn’t anticipate. Or, just as often, an adventure won't have fully fleshed out characters in place for the locations and encounters outlined for gameplay. The Game Master's Book of Non-Player Characters solves these issues and more by providing Game Masters with the information they need to “fill in the holes” in their campaign play. It will enable GMs to instantly add depth, color, motivation and unique physical characteristics at a moment's notice to unexpected or underwritten characters as they pop up during gameplay, ensuring every session is a memorable one for players and GMs alike. This edition also includes more than 50 hand-drawn illustrations of select NPCs detailed in the book, 3 bonus one-shot adventures, and a foreword by online influencer Jasmine Bhullar.




Game Master's Companion


Book Description

This minimalist planner and journal includes a range of templates with unobtrusive prompts and reminders so you can capture the important details without thinking too much about it, plus plenty of space to add your own flair. Here's a quick summary:House Rules: make note of house rules, or the primary rules and mechanics of the TTRPG system you're using. Limits: use this page to record details of your social contract with your players.Overview: what are the key plot points of your campaign? How does the current story arc fit into the broader world? Plot Hooks: how will you keep the story moving in the right direction? These templates help outline key scenes and narrative beats.Lore: what's useful to know about your setting? This section includes world-building prompts, spare note pages for aspects you'll expand on later and space for visual cues like symbols, icons, or aesthetic inspiration.Places: where are you sending your player characters? Includes dot grids for maps, lined sections for notes and blank space for sketches and other visual cues.Factions: who are the groups or organisations in power, and how do they relate to each other?People: who is noteworthy in your campaign and why? This section can be used for PCs and NPCs alike, and includes a 5e-based mini stat block for easy reference.Random Tables: from loot to encounters to on-watch events, pre-draft some random options in these blank random roll tables.Quest Log: a list page where you can track which tasks your players have accepted.Encounters: this section covers planning, running and recording your encounters, with prompts for opponent stat blocks, rewards, scene-setting, and note-taking. It's also got dot grids and combat/initiative trackers.Session Notes: what will you want to remember later? Includes prompts for encounters completed, NPC interactions, and plot point milestones, as well as space for recording the details you made up on the spot.Finally, the Index indicates where you'll find each template, and includes space to add your own descriptors so you can easily find or group your notes.




The Game Master's Book of Random Encounters


Book Description

For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.




Campaign Planner


Book Description

CAMPAIGN PLANNER: RULED, GRAPH AND INITIATIVE TRACKER! This mixed RPG gaming journal is designed for game masters and players alike. It features a fillable Table of Contents for easier navigation, college ruled lined pages, 1/4 inch graph paper and pages for tracking combat. The size is 7 x 10 inches (B5 format) and it easily fits in smaller bags and purses. It has 60 lined pages for campaign planning, character backstory, plots and hooks, 60 grid paper pages which can be used for dungeon map making, terrain design and general note taking and 30 templates for tracking combat, initiative and player/enemy actions, hp etc. Write down a short note in your Table of Contents to refer to a specific page for quicker navigation. Only lined and grid pages are numbered. The initiative table is divided into 5 segments (21 or higher, 16-20, 11-15, 6-10 and 5 or lower) for faster organization. This allows players and monsters to be on the same initiative should it occur. Useful tip: The paper is primarily intended for pencils. Strong markers and pens might cause some bleed-through so keep that in mind! You can check out more RPG booklets and journals by clicking on my author name 'Dandy Beyond'. I also feature both single type and mixed paper notebooks with all kinds of interiors: lined, graph, dotted and blank. They are designed for practicality and aesthetics and make a great gift both for RPG newbies and veterans! Description: Cover: paperback, soft, matte Size: 7 x 10 inches (similar to A4) Paper: cream Pages: numbered, lined, graph, combat tracker Lined Pages: 60 pages, college ruled Graph Pages: 60 pages, 1/4 inch squares Combat Tracker: 30 pages, custom initiative tracker, turn counter, blank space for combat notes Cover design: royal blue rustic background, brass dragon design




The Complete Guide to Creating Epic Campaigns


Book Description

This book will help you design, manage, and adjust your campaign like a master storyteller. Designed for use in all role-playing systems, and for all genres, the book is packed with information on designing campaigns, epic villains and henchmen and for creating memorable NPCs. Used primarily in role-playing games like Dungeons and Dragons the book provides inside into any creative space that needs a world and a master plot!




So You Want To Be A Game Master


Book Description

Become the Ultimate Game Master Thanks to tabletop roleplay, millions of fans are creating unforgettable collaborative stories. No matter what roleplaying game you want to play, this book is the key to unlocking endless adventure! Award-winning game designer Justin Alexander has created an incredible compendium of advice and maps, perfect for any aspiring Game Master. This book is packed with the strategies you need to create amazing dungeons, battles, roleplay encounters, and more. Full of practical, hands-on advice and sample maps, just reading the first chapter of this book will have you ready to run a game in less than an hour. From there, Justin teaches you all the skills and techniques you need to explore dungeons, solve mysteries, steal priceless artifacts, unravel strange conspiracies, and venture forth on epic journeys! No matter what game you’re playing, this book is the key to unlocking the limitless realms of your imagination.




Third Person


Book Description

Narrative strategies for vast fictional worlds across a variety of media, from World of Warcraft to The Wire. The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives—featuring an ongoing and intricately developed storyline, many characters, and multiple settings—did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His Brothers, J. R. R. Tolkien's Lord of the Rings, Marvel's Spiderman, and the complex stories of such television shows as Dr. Who, The Sopranos, and Lost all present vast fictional worlds. Third Person explores strategies of vast narrative across a variety of media, including video games, television, literature, comic books, tabletop games, and digital art. The contributors—media and television scholars, novelists, comic creators, game designers, and others—investigate such issues as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media phenomena. Chapters examine a range of topics, including storytelling in a multiplayer environment; narrative techniques for a 3,000,000-page novel; continuity (or the impossibility of it) in Doctor Who; managing multiple intertwined narratives in superhero comics; the spatial experience of the Final Fantasy role-playing games; World of Warcraft adventure texts created by designers and fans; and the serial storytelling of The Wire. Taken together, the multidisciplinary conversations in Third Person, along with Harrigan and Wardrip-Fruin's earlier collections First Person and Second Person, offer essential insights into how fictions are constructed and maintained in very different forms of media at the beginning of the twenty-first century.