Best of
Role-Playing-Games

2019

The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters


Keith Ammann - 2019
    In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.

Monsters & Creatures


Jim Zub - 2019
    Featuring amazing illustrations and expert insights on some of D&D's most dangerous monsters, the guide shines a spotlight on the beasts that scare, excite, and cause trouble for adventurers, from creatures that live underground, to those that dwell in the wilderness and boneyards or soar in the sky. In these profiles you will find information on the size of each monster, its danger level, and tips for how to survive an encounter. The perfect entry point for young fans of fantasy eager to become D&D adventurers, this book also features introductory "Encounter" stories so readers can practice the problem-solving skills they'll need to fight these monsters when they play a D&D adventure of their own.

Alien: The Roleplaying Game


Tomas Härenstam - 2019
    you have my sympathies.”Space is vast, dark, and not your friend. Gamma rays and neutrino bursts erupt from dying stars to cook you alive, black holes tear you apart, and the void itself boils your blood and seizes your brain. Try to scream and no one can hear you—hold your breath and you rupture your lungs. Space isn’t as empty as you’d think, either—its frontiers are ever expanding. Rival governments wage a cold war of aggression while greedy corporations vie for valuable resources. Colonists reach for the stars and gamble with their lives—each new world tamed is either feast or famine. And there are things lurking in the shadows of every asteroid—things strange and different and deadly.Things alien.This is the official ALIEN tabletop roleplaying game—a universe of body horror and corporate brinkmanship, where synthetic people play god while space truckers and marines play host to newborn ghoulish creatures. It’s a harsh and unforgiving universe and you are nothing if not expendable.Stay alive if you can.This beautifully illustrated, full-color hardcover book presents the world of ALIEN in the year 2183 and provides a fast and effective ruleset designed specifically to enhance the ALIEN experience. The game supports two distinct game modes:• Cinematic play is based on pre-made scenarios that emulate the dramatic arc of an ALIEN film. Designed to be played in a single session, this game mode emphasizes high stakes and fast and brutal play. You are not all expected to survive. The core rulebook contains one introductory Cinematic scenario, Hope’s Last Day.• Campaign play is designed for longer continuous play with the same cast of player characters over many game sessions, letting you explore the ALIEN universe freely, sandbox style. The core rulebook contains random tables and other powerful tools to quickly create star systems, colonies, missions, encounters, and NPCs for your campaign.The rules of the game are based on the acclaimed Year Zero Engine, used in award-winning games such as Tales from the Loop, Forbidden Landsand Mutant: Year Zero, but adapted and further developed to fully support the core themes of ALIEN: horror and action in the cold darkness of space.

Savage Worlds Adventure Edition


Shane Lacy Hensley - 2019
    From the curious campus of East Texas University to the distant, untamed worlds of The Last Parsec.Or forge your own worlds, fully customized with setting specific rules to help you model everything from pulp adventure to sword and sorcery to hard science fiction and everything in between.

Lancer: The Mech RPG Core Rulebook


Miguel Lopez - 2019
    It is currently in public beta.Each player takes the role of an upcoming mech pilot in the tumultuous year of 5014. The game features robust mech customization and deadly tactical combat.

Thousand Year Old Vampire


Tim Hutchings - 2019
    A creaking hunter among dust and cobwebs, you prowl the night places, seeking the souls on which you feed. You have done this since time immemorial, or so you believe; you have no memories of living as a man-thing like those you catch and eat. But human traces linger; your fingers trace clever arabesques in the dirt of your grave-place and with the flourishes come whispered songs in a language you've forgotten. Far away, in a museum, hangs your portrait in oil by a master five hundred years dead - you might have been lovers but the diary you kept then is long lost.A multi-foiled hardback, digest-sized, 188 fancy color pages: play in a couple of hours or a couple of weeks, solo play, or optional group play.

Band of Blades


Stras Acimovic - 2019
    You are a member of the Legion, your bonds to one another forged in the dark by bone and blood.But time is running out as more fall to the indomitable forces of the Cinder King. As Legionnaires, you must make it to Skydagger Keep before you’re cut off or overtaken by the undead. Paying horrifying costs, you’ll employ offensives, maneuvers, unwise bargains, and desperate gambits as the ever-ticking clock nears its final hour.Do you have what it takes to outwit, outrun, and outlast the endless hordes of the undead, or will your band of blades break beneath the Cinder King’s iron fist? Play to find out in Band of Blades, a stand-alone, Forged in the Dark RPG of dark military fantasy.

Jim Henson's Labyrinth: The Adventure Game


Ben Milton - 2019
    This beautiful collectors item contains a full epic adventure which can be played both by expert role players using their favorite RPG rules system, and by fans of the labyrinth who are not role players, using the streamlined rules system included in the book!

Your Best Game Ever


Monte Cook - 2019
    It’s not a book with adventures, spells, creatures, or magic items. It’s not a book for characters at all, but a book for players!If you play or run roleplaying games, this book is for you. Inside this gorgeous hardcover book, suitable for your coffee table or your gaming table, you will find advice and suggestions for enhancing your RPG experience at the table and away from it.This is an insider’s look at everything that goes into the hobby—finding a group, making a character, running a game, creating adventures, finding all the right ideas, hosting a game…and that’s just for starters.If You’re an Experienced Gamer -You’ve been gaming for a while now. Maybe even years. You get the concepts, and you understand the rules. No one needs to explain the dice to you. Your Best Game Ever embraces the hobby you love, and provides real tips, immediately usable advice, and hands-on pointers you can use at your game table.If You’re Fairly New to Gaming -Your friends play RPGs. You’ve maybe watched some streaming games, or given it a try a few times. You get the general idea, but where do you go from there? This book will give you everything you need and get you going on the fast track to being a great gamer.

Girl Underground


Lauren McManamon - 2019
    Inspired by Alice’s Adventures in Wonderland, Labyrinth, The Wizard of Oz, Spirited Away and similar tales, Girl Underground is a tabletop roleplaying game about a curious girl and her strange companions as they travel through a wondrous world, complete a quest, and find the way back home.more info: https://girlunderground.org/

Quest


TC Sottek - 2019
    It’s a chance to sit down with your friends and spend quality time with each other.Together, you’ll go on a thrilling journey in a fantastic world of your shared imagination. The rules of the game help you tell a story that’s totally unique — no two games are the same, and the possibilities are endless.The game is easy to learn, and you only need a few things to get started — some friends, a pen, some paper, a 20-sided die, and the Game Book. When you gather to play Quest, you’ll learn how to tell a story that you won’t forget. If you and your friends have a good time, you might even continue the story for years to come.

Eclipse Phase: The Roleplaying Game of Transhuman Survival


Rob BoyleMarc Huete - 2019
    Humanity is enhanced and improved, but also battered and bitterly divided. Technology allows the re-shaping of bodies and minds, but also creates opportunities for oppression and puts the capability for mass destruction in the hands of everyone. And other threats lurk in the devastated habitats of the Fall, dangers both familiar and alien. In this harsh setting, the players participate in a cross-faction conspiracy called Firewall that seeks to protect transhumanity from threats both internal and external.Along the way, they may find themselves hunting for prized technology in a gutted habitat falling from orbit, risking the hellish landscapes of a ruined earth, or following the trail of a terrorist through militarized stations and isolationist habitats. Characters may even find themselves stepping through a Pandora Gate, a wormhole to distant stars and the alien secrets beyond.

Mothership: A Pound Of Flesh


Sean McCoy - 2019
    And all in a compact zine format. A module for the MOTHERSHIP Sci-Fi horror roleplaying game by Tuesday Knight Games, it includes:The fully developed space station Prospero’s Dream, packed with dozens of locations, NPCs, and tools for running adventures in the city-sized station.Tools for generating your own space station.Rules for customizing your character with cybermods.Tons of brands new weapons, creatures, drugs, and anything else void-faring criminals would want to get their hands on.

Faces of Thedas: A Dragon Age RPG Sourcebook


Lisa AdamsMatt Miller - 2019
    From fan-favorite companions like Alistair and Dorian to deadly antagonists like Loghain and Knight-Commander Meredith, this book gives Game Masters a memorable cast to work with, providing game statistics, backgrounds, and advice on how best to use these characters in your own Dragon Age campaigns. It also includes new rules for managing and using relationships in play, giving additional depth to rivalries, friendships, and romance. Major organizations like the Antivan Crows and the Carta are also detailed. Faces of Thedas is a must for any Dragon Age GM.

Alien RPG: Chariot of the Gods


Andrew E.C. Gaska - 2019
    Then the damn company diverted you to answer a distress call from a ship that disappeared almost 80 years ago — a derelict carrying something bizarre, twisted, and alien. What the ship's frozen crew brought back with them was bad enough — what they themselves were turning into was a bloody nightmare. Add to that an annoying sensor ghost shadowing you in the void, and your stress level is shot.It's all a bit much.You don't get paid enough to deal with monsters. But hold your breath, count to three, and play your cards right with this one, and you just might walk away very rich. Oh, who am I kidding?You're all going to die.

Paleomythic: A Roleplaying Game of Stone and Sorcery


Graham Rose - 2019
    It is a world of biting cold winters, of people hunting and foraging to survive, and tribes that wage relentless war.Taking on the roles of hunters, healers, warriors, soothsayers, and more, players will navigate a world of hostile tribes, otherworldly spirits, prehistoric beasts, and monstrous creatures lurking in the dark places of the world. Players have huge scope in sculpting the game experience that best suits them, whether it's a gritty survival story without a trace of the mystical or a tale of grand adventure and exploration in a mythic setting.

Tales of the Old Margreve


Wolfgang Baur - 2019
    Tales of the Old Margreve takes your 5th Edition game deep into the ancient, magical forest, with new spells, monsters, magic items, and wondrous locations by Richard Green and Wolfgang Baur; a monster appendix by Jon Sawatsky and James Introcaso; and twelve challenging adventures for heroes level 1-10.

Old-School Essentials Classic Fantasy: Genre Rules


Gavin Norman - 2019
    The game is intentionally rules-light, putting the focus of play on imagination, improvisation, and fun. The rules are optimised for ease of use at the table, with meticulous attention to wording and layout clarity. What's more, Old-School Essentials is 100% compatible with the classic Basic/Expert game from 1981, meaning that decades of adventure are at your fingertips!Classic Fantasy: Genre RulesOld-School Essentials is a modular game where the core rules of the game are extended by additional "rules modules" which add content for different genres of fantastic adventure. This book contains the rules for playing games in the Classic Fantasy genre:7 character classes: cleric, dwarf, elf, fighter, halfling, magic-user, thief.Complete lists of adventuring gear, weapons, and armour.An extensive selection of mounts, vehicles, and water vessels.Mercenaries and specialists for hire.Rules for stronghold construction.

Fantastic Adventures: Ruins of the Grendleroot: Ten short adventures for your 5e roleplaying game set in mysterious mountain of Blackclaw.


Michael Shea - 2019
     Ruins of the Grendleroot is a book of ten short easy-to-run adventures for the fifth edition of the world's most popular fantasy roleplaying game. Designed for characters of 1st to 5th level, these adventures take place in the caverns, chambers, tunnels, and ruins of the mountain known as Blackclaw, within which lurks the Grendleroot—a strange and otherworldly sentience. Across these ten adventures, your characters will - cure the corruption of an old tower destined to bring daylight to the cavern of Shadowreach; - rescue a lost child who answers the call of a dying god; - seek out the source of a plague of gnome zombies; - travel to the Forest of Iron to stop the priest who would destroy the Grendleroot–and the entire mountain surrounding it; - protect Deepdelver's Enclave from marauding warbands of orcs and hobgoblins; - find the beast lurking in abolethic ruins that promises salvation in return for fresh meat; - seal up a damaged cell in a forgotten monastery, which contains a being so dangerous that even its thoughts can kill; - save a war hero from the elven assassins who hunt her down; - discover the secret to quieting the restless Grendleroot from a slumbering vampire archmage; and - travel to the Black Cathedral, discover the origin of the mysterious Caretakers, and stop a mage attempting to capture the power of the Grendleroot for herself. Ruins of the Grendleroot focuses on the sense of mystery and wonder that comes from exploring ancient ruins. The central hub of these adventures, Deepdelver's Enclave, is a frontier outpost overlooking the ruined city of Shadowreach, set deep within the mountain. In Deepdelver's Enclave, adventurers and explorers recount tales of their explorations, trade treasure and artifacts, and enjoy their shared love of uncovering the mysteries of the mountain. These ten adventures can be run independently as single-session games of roughly two to four hours each, or they can be tied together as part of a larger campaign. Five of the adventures can be combined together into a five-session mini campaign that focuses on the strange consciousness lying at the center of the mysterious mountain. Each of these ten adventures is designed to get you up and running quickly and to help you integrate them into your own campaign. If you're familiar with the format of the book Sly Flourish's Fantastic Adventures and the concepts in the book Return of the Lazy Dungeon Master, the setup of these adventures will be familiar to you. Even if you aren't, you'll find the design of these adventures intuitive and straightforward. In this book, you'll find inspirational artwork, beautiful maps, fantastic locations, short readable summaries of places and events, evocative keywords to spark your own imagination, flexible read-aloud text, and piles of ideas to fuel your own stories.

Hero System 6th Edition Volume II: Combat & Adventuring


Steven S. Long - 2019
    

The Hole in the Oak


Gavin Norman - 2019
    A classic dungeon adventure for characters of 1st to 2nd level.

Old-School Essentials Retro Adventure Game: Core Rules


Gavin Norman - 2019
    The game is intentionally rules-light, putting the focus of play on imagination, improvisation, and fun. The rules are optimised for ease of use at the table, with meticulous attention to wording and layout clarity. What's more, Old-School Essentials is 100% compatible with the classic Basic/Expert game from 1981, meaning that decades of adventure are at your fingertips!

Old-School Essentials Advanced Fantasy: Genre Rules


Gavin Norman - 2019
    (Essential for assassin characters!)Advanced options: Optional rules to add extra depth to character creation, combat, and spell casting.

The Basic Fantasy Equipment Emporium


Joe Ludlum - 2019
    But what if it's just not enough, and you need more? Look no further! Here in this one volume you will find extensive lists of equipment, including weapons and armor, adventuring gear, vehicles, animals, and all sorts of trade goods. Also provided are optional rules for the use of some of these items, to further enhance your game.

ALIEN: Cinematic Starter Kit


Tomas Härenstam - 2019
    Gamma rays and neutrino bursts erupt from dying stars to cook you alive, black holes tear you apart, and the void itself boils your blood and seizes your brain. Try to scream and no one can hear you—hold your breath and you rupture your lungs.Space isn't as empty as you’d think, either - its frontiers are ever expanding. Rival governments wage a cold war of aggression while greedy corporations vie for valuable resources. Colonists reach for the stars and gamble with their lives — each new world tamed is either feast or famine. And there are things lurking in the shadows ofevery asteroid — things strange and different and deadly.Things alien.This is the ALIEN roleplaying game — a universe of body horror and corporate brinkmanship, where synthetic people play god while space truckers and marines serve as hosts to newborn ghoulish creatures.It’s a harsh and unforgiving universe and you are nothing if not expendable.Stay alive if you can ■

Adventure Anthology: Death


James Edward Raggi IV - 2019
    This volume collects four adventures previously only available in print as limited editions.- Tales of the Scarecrow- The Magnificent Joop Van zooms- Fuck for Satan- Death Love Doom(Bonus: Adventure Number Ten)

variations on your body


avery adler - 2019
    Reaching back to ancient magics and forward to alien encounters. This collection contains four games, loosely defined - each straddles the line between poetry, roleplay, self-help, and magical invitation.They're all solo pervasive games, meant to be played in the margins of your life.

Consent in Gaming


Sean K. Reynolds - 2019
    This shared experience is intended to be fun for all involved, but RPGs can put characters in life-or-death crises, intense emotional situations, or traumatic environments. Whether it’s body horror in a scary game, violence against children or animals in a fantasy world, flirty, romantic, or sexual relationships in any setting—or numerous other challenging scenarios—the line between fun and awkward, difficult, or downright unpleasant can be difficult to identify, and varies dramatically from player to player.Mature or controversial elements can and should be a part of many RPGs. But how do you know what topics to include or leave out of your games? How do you include potentially difficult elements while ensuring that nobody’s game night is ruined? Consent in Gaming gives you the strategies you need to make sure everyone at the table has a great experience, even when the game goes in a challenging direction.

Silent Titans


Patrick Stuart - 2019
    Brave the strange environment, investigate the dungeons, get the treasure, and you can escape. If you are familiar with the general conventions of old-school play or light d20 mechanics, you should be able to expand Silent Titans to any of the main OSR systems.Silent Titans includes the stats, rules, and character generation you need to run it, (using Chris McDowall's Into the Odd system) in the book itself. The book contains advice on creating encounters, an interview with Chris McDowall about his design goals and creation of the ruleset, slimmed down simple character generation that gives everyone a vivid and engaging character to interpret and play right away and an opening encounter designed to kick off the adventure and teach the basics of conceptualization and play at the same time. So if you have never played or run an RPG before, you can probably run this, all on its own.The players are thrown immediately into conflict with a twisted antagonist who has stripped from their minds all recall of their mission and purpose. As they discover the world of Wir-Heal, and the sleeping Titans who make up its strata, they must find out what is going on; why do wavering dreams from a blizzard of ruined futures poison the air? Why is a medieval world threatened by drone war and extra-dimensional beings? Why does the Marcher Lord in charge of this frontier town own a sub-machine gun? What are the Titans, where did they come from?And most importantly, who are the players and why are they here?

Enemy Within Campaign – Volume 3: Power Behind the Throne


Graeme Davis - 2019
    You will receive a link included inside your order confirmation email.

Shadowrun: No Future


Catalyst Game Labs - 2019
    But they can’t keep everyone quiet. People have ideas screaming to get out and the tools torecord and spread them. Whether they’re starting a new band, recording guerrilla trid dramas, or launching a pirate tridcast where someone tells the truth for once,they can grab audiences by the throat and get them to listen. They’re out of patience, and everyone else is out of time.No Future is the Shadowrun guide to Sixth World culture, including information on music acts, trid movies and series, media sources, and sports, with a look at some of the voices bubbling up from the underground and demanding attention. Withdetailed setting information and relevant rules, No Future adds new elements and depth to Sixth World role-playing.No Future is a cyberPUNK sourcebook that details the culture and everyday life ofthe Shadowrun setting and is useful for whatever version of Shadowrun you play!

Old-School Essentials Advanced Fantasy: Druid and Illusionist Spells


Gavin Norman - 2019
    

Terror Australis: Call of Cthulhu in the Land Down Under


Mike MasonVian Lawson - 2019
    It is one of the last great wildernesses and a place of secrets and discovery. Whether delving into mysteries on the streets of Sydney or mounting an expedition into the remote Outback, Australia is a fertile setting for those investigating the threats of the Cthulhu Mythos. From gang-related crimes and nefarious cults to ancient wisdom and lost cities, there is no shortage of adventure in the Land Down Under. This book provides a history of Australia, detailing both its geography and lore. Rules are presented for Australian investigators, with new skills, as well as mechanics for mounting expeditions. Law enforcement, transport, communications, and other sources provide Keepers with a toolkit of resources.Five cities are detailed. Special rules are presented for investigators to learn from the Song-Lines of the Aboriginal peoples. For Keepers, Terror Australis presents details of the Great Race, the flying polyp

Shadowrun The Neo-Anarchist Streetpedia


Russel ZimmermanRomain Pelisse - 2019
    No matter how people play, they can benefit from The Neo-Anarchist Streetpedia, perhaps the most detailed reference to the Sixth World ever produced.With hundreds of entries on topics ranging from Ares to the Zrich-Orbital Habitat and written in a lively, engaging style, this book will be a useful reference to anyone wanting to keep up with the details in one of gamings all-time great settings.EAN 9781941582749

Adventure Anthology: Fire


James Edward Raggi IV - 2019
    * The God that Crawls involves the mystery of what exactly lies in the catacombs beneath an ancient church. How far will the curiosity of your players take their characters before it is too late?* The Monolith from beyond Space and Time is the deep end of the Weird Horror pool, pure cosmicism and the most intense and pure concentration of Weird in the entire Lamentations of the Flame Princess catalog.* The Doom-Cave of the Crystal-Headed Children is a bit of a farce, with an absurd premise that invites characters into a reality-bending environment where they will have much opportunity to make some very bad decisions. Includes new artwork! For use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional tabletop role-playing games. Made in Finland.

Adventure Anthology 2


James Lemon - 2019
    The adventures in this collection are in varied styles and are suitable for characters from first level to eighth.

Wayfarers and Adventurers: New Characters and Options for Four Against Darkness


Andrea Sfiligoi - 2019
    

Sub-creating Arda: World-building in J.R.R. Tolkien's Work, its Precursors and its Legacies (40)


Dimitra Fimi - 2019
    

Berlin: The Wicked City: Unveiling the Mythos in Weimar Berlin


David Larkins - 2019
    A place where anything may be had for the right price. It is both a city of hedonism and a city of business; its streets overflow with disabled veterans, prostitutes, destitute immigrants, and political agitators—all rubbing shoulders with buttoned-down businessmen, scholars, and artists. The gutters run with the blood of political assassinations, where Communists and völkisch Nationalists clash with each other, as well as with the police. Long into the evenings, Berlin’s world-famous cabarets offer music, dance, and titillating entertainment in stark contrast to the gray buildings that run on for endless miles along the sprawling city’s byways.Into this bubbling stew, Berlin the Wicked City introduces the weird elements of the Cthulhu Mythos. A hotbed of occult organizations, strange cults, and half-whispered lore. Amid the wicked air of the world’s capital of sin, the very nature of what it means to be human is questioned. And, as the city hurtles toward its inevitable dark destiny, the oppressive atmosphere pushes the sanity of investigators to its breaking point.This book presents an overview of 1920s Berlin as it would be experienced by visitors and residents of the time. Guidelines are presented for creating investigators for a Berlin-centric campaign, as well as investigator organizations to help bind groups together. Notable personalities, key locations, and a system for generating details of the urban landscape on the fly are provided. With crime and punishment, the city’s underworld, and also its high culture detailed, the tools provided help the Keeper gain an understanding of what makes Berlin unique.Three scenarios, spanning the history of Berlin between the end of the Great War and the rise of Adolf Hitler and the Nazi Party, contain colorful details of Berlin and its inhabitants and may be run as stand-alone adventures or linked together to form a mini-campaign.

A Cold Fire Within: A Mind Bending Campaign for Pulp Cthulhu


Christopher Smith-Adair - 2019
    A cult intent on unleashing the power of the Great Old Ones leaves a trail through the Catskill Mountains and into the very heart of the planet!Within the subterranean world of K'n-yan, the heroes will encounter forgotten secrets, strange lore, and bewildering inhabitants. Curious cities of gold, ruined temples, and dark forests are just some of the terrors that lurk below the ground. Yet, before the heroes descend into nightmare, they must contend with remnants of ancient worlds, unruly mountain people, and psychic devilry. Along the way, the heroes may find that going back to the end of an ancient city is the only answer! Perhaps in Lomar's doom shall they unlock the secrets of both past and present. A complete six-part campaign for Pulp Cthulhu, A Cold Fire Within presents new rules and skills for

Myfarog: Mythic Fantasy Role-playing Game v. 3


Varg Vikernes - 2019
    The rules are very modular, meaning you can play the game rules light or rules heavy, as you please. The rules are designed to make sense, and to give the players the ability to immerse themselves in Thul�; a highly credible fantasy world similar to Middle-earth and the European Classical Antiquity (some places touching into the Viking Age or the Bronze Age), but yet different. In Thul�, sorcery and the ancient deities are real, and the world is inhabited by not only humans, but also elves, nymphs, dwarves, orcs, gnomes, halflings, ettins and trolls, as well as other creatures. This art-minimalistic 221 page core rule-book (with black-and-white interior) is an all-in-one rule-book, so it contains all the information you need to play the game (and to make your own adventures and campaigns) indefinitely. A digital high resolution map of Thul� can be found here: www.myfarog.org. Because the setting is based on real world locations (Lofoten and Vesteralen in Northern Norway) you can also use online map services, to get highly detailed and realistic maps of the world of Thul�, in any scale you want. NB! You need a set of polyhedral dice to play the game.

Arbiter of Worlds: A Primer for Gamemasters


Alexander Macris - 2019
    This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash