I Wrote a Thing: Hippogryph Gamemaster Guide

Hippogryph Gamemaster GuideA manual for running a fantasy tabletop roleplaying game using the Hippogryph System.

As the gamemaster, you are the prime mover behind any Hippogryph game. You create and shape the setting that the characters inhabit, and prepare and run the adventures they’ll go on. It’s your role to tell the story, play the supporting characters, and manage the dynamics of the group. To do this, you have to knowing what your players want from a Hippogryph experience. It’s a big job, but an incredibly rewarding one.

The Hippogryph Gamemaster Guide assumes that you already have a copy of the core rules and know how the Hippogryph System works. You don’t need to be an expert, or have every single mechanic and guideline committed to memory. All you need is a firm grasp of the fundamentals, so you can make fair rulings, teach new players how things work, and keep a game session flowing smoothly.

Just as I wrote Hippogryph to be the character-driven fantasy roleplaying system I always wanted, this is the book I wish I’d had when I began my journey as a gamemaster. It’s filled with tips and tricks drawn from years of experience. Whether you’ve been running a game using the Hippogryph System for a while or are preparing to do so for the first time, this book was written for you.

The Hippogryph Gamemaster Guide includes the following chapters:

  • An overview of the gamemaster’s role, with an explanation of the many jobs you will take on.
  • What materials, both required and optional, you’ll need in order to run a game.
  • A guide to identifying different types of players and what they’re looking to get from a game.
  • How to prepare for adventures, game sessions, and campaigns.
  • What Session Zero is, why it’s important, and how to successful run one for your group.
  • Advice on how to run a game session from start to finish, based on decades of experience.
  • How to create all types of factions, for use as allies and adversaries in your game.
  • New rules on allowing the player characters to change the world based on the outcomes of their adventures.
  • How to let yourself be human, dealing with inevitable mistakes, and managing player issues.

Hippogryph Gamemaster Guide

Publisher: Dancing Lights Press
Rule System: Hippogryph System
Price: $5 Digital
Publication Date: 17 March 2021
Format: 96 pages. A5 format (bullet journal size). PDF, ePub, Kindle.
Available Now at DriveThruRPG!
#Hippogryph #TTRPG #DancingLightsPress
Copyright 2021 Berin Kinsman. All rights reserved.

I Wrote a Thing: DoubleZero Gamemaster Guide

DoubleZero Gamemaster GuideA manual for running a real-world tabletop roleplaying game using the DoubleZero System.

As the gamemaster, you are the prime mover behind any DoubleZero game. You create and shape the setting that the characters inhabit, and prepare and run the adventures they’ll go on. It’s your role to tell the story, play the supporting characters, and manage the dynamics of the group. To do this, you have to knowing what your players want from a DoubleZero experience. It’s a big job, but an incredibly rewarding one.

The DoubleZero Gamemaster Guide assumes that you already have a copy of the core rules and know how the DoubleZero System works. You don’t need to be an expert, or have every single mechanic and guideline committed to memory. All you need is a firm grasp of the fundamentals, so you can make fair rulings, teach new players how things work, and keep a game session flowing smoothly.

Just as I wrote DoubleZero to be the “real world” roleplaying system I always wanted, this is the book I wish I’d had when I began my journey as a gamemaster. It’s filled with tips and tricks drawn from years of experience. Whether you’ve been running a game using the DoubleZero System for a while or are preparing to do so for the first time, this book was written for you.

The DoubleZero Gamemaster Guide includes the following chapters:

  • An overview of the gamemaster’s role, with an explanation of the many jobs you will take on.
  • What materials, both required and optional, you’ll need in order to run a game.
  • A guide to identifying different types of players and what they’re looking to get from a game.
  • How to prepare for adventures, game sessions, and campaigns.
  • What Session Zero is, why it’s important, and how to successful run one for your group.
  • Advice on how to run a game session from start to finish, based on decades of experience.
  • How to create all types of organizations, for use as allies and adversaries in your game.
  • New rules on allowing the player characters to change the world based on the outcomes of their adventures.
  • How to let yourself be human, dealing with inevitable mistakes, and managing player issues.

DoubleZero Gamemaster Guide

Publisher: Dancing Lights Press
Rule System: DoubleZero System
Price: $5 Digital
Publication Date: 17 March 2021
Format: 96 pages. A5 format (bullet journal size). PDF, ePub, Kindle.
Available Now at DriveThruRPG!
#DoubleZero #TTRPG #DancingLightsPress
Copyright 2021 Berin Kinsman. All rights reserved.

I Wrote a Thing: How to Gamemaster

A manual for running any tabletop roleplaying game using any system, setting, or genre.

My first experience with tabletop a roleplaying games was as the gamemaster. It was 1979, and my friends and I had pooled our money to buy the Dungeons & Dragons Basic Set. None of us had ever played before. There was no one else to run for us, or teach us how things were supposed to work. I read the rules and made up some characters, but I had no idea what I was supposed to do. After picking some monsters that looked cool to fight, and drawing a rudimentary map, I made it up as I went along. It was a lot of fun, but it took a while before I felt like I knew what I was doing.

If I’d had a book to show me what to do, I wouldn’t have spent so much time figuring things out on my own. I could have been sharpening other skills, rather than sorting out what the fundamentals were. That’s why I wrote How to Gamemaster. It’s my attempt to create the how-to manual I wish I’d had over 40 years ago.

How to Gamemaster includes the following chapters:

  • An overview of the gamemaster’s role, with an explanation of the many jobs you will take on.
  • What materials, both required and optional, you’ll need in order to run a game.
  • A guide to identifying different types of players and what they’re looking to get from a game.
  • How to prepare for adventures, game sessions, and campaigns.
  • What Session Zero is, why it’s important, and how to successful run one for your group.
  • Advice on how to run a game session from start to finish, based on decades of experience.
  • How to let yourself be human, dealing with inevitable mistakes, and managing player issues.
  • Tips on teaching new players about roleplaying, the setting, and the mechanics of the game.
  • A glossary of commonly used tabletop roleplaying terms.

How to Gamemaster

Publisher: Dancing Lights Press
Rule System: Any system / system agnostic
Price: $5 Digital
Publication Date: 4 March 2021
Format: 96 pages. A5 format (bullet journal size). PDF, ePub, Kindle.
Available Now at DriveThruRPG
#HowToGamemaster #GMsDay #MarchForth
Copyright 2021 Berin Kinsman. All rights reserved.

Try a New Game in the New Year

DriveThruRPG is running their annual New Year, New Game sale. They’ve selected some of my Dancing Lights Press titles, which are anywhere from 15% to 25% off. What they didn’t include were any of my actual game systems. So I’m having my own sale, so you can try a new game in the new year. Digital core rulebooks are 25% off, through the duration of DriveThru’s sitewide sale.

Lighthouse
Lighthouse
Hippogryph
Hippogryph
DoubleZero
DoubleZero
Cantrip
Cantrip
Domnio
Domnio

Now Available: Building Worlds 2

A minimalist 96-page guide with prompts to help you develop settings for any tabletop roleplaying system.

Worldbuilding can be a lot of fun. Whether you’re planning a campaign, designing your own tabletop roleplaying game, or just exercising your creativity with no set purpose in mind, developing a setting of your very own is deeply satisfying. You can spend hours, days, or years adding details and creating a world with no limits but your imagination.

Building Worlds 2 contains a series of prompts to help you increase the breadth and depth of your roleplaying setting. Develop every area of your setting, or just focus on the element you’ll need for player character backgrounds and the campaigns you plan to run. This book shows you how to draw worldbuilding ideas from the system of your choice, and how to use character options, implied setting features, and the events of adventures to expand the setting into the world of your dreams.

The main sections Building Worlds 2 include:

  • Setting Matters: How you intend to use the world that you build has significance to the process. The system you’re working with and the scope of the campaign you intend to run will affect the level of detail you need.
  • Fundamentals: This section covers a broad overview of worldbuilding processes. It discussed fundamental setting elements like genre, place and time, tone, and even the theme of the adventures you plan to run.
  • Nature: The basic elements of the physical world, including the geography, climate, and life forms, as covered in this section. The choices you make here can affect everything in your setting going forward.
  • History: Key events that have happened in your world’s past will help to shape what the setting is like in the player characters’ present day. It can also create context for those characters and their adventures.
  • Culture: Ethnicity, species, and even national identities will develop within your world. There are religions, traditions, and politics to consider. You need to work out what makes one culture in your world distinct from another.
  • Community: People band together in various ways for common and predictable reasons. The communities that exist within your world matter to the back stories of the player characters, and to the cultures and locations of your adventures.
  • Infrastructure and Economy: Money makes the world go ‘round, no matter what genre, time, and place you’re using. This section helps you to flesh out the resources that exist in various parts of your setting, and the way people use, manage, and abuse them.
  • Daily Life: As you develop your world, you’ll have to establish what an average day looks like for the regular people that live in it. This includes homes, jobs, food, fashion, and other facets of ordinary living.
  • Individuals: No matter what you plan to use the setting you’re creating for, worldbuilding should have a significant effect on player characters. This section covers the influences on characters and how the setting can inform their backgrounds.
  • Wonders: Whether your world has magic, superpowers, or advanced technology, you’ll need to know how those wonders work. This section covers the potential the impacts that unusual items and abilities can have on the rest of your world.

Available Now at DriveThruRPG

Get your copy of Building Worlds 2 now in  PDF at DriveThruRPG!

Building Worlds 2
Berin Kinsman, Dancing Lights Press
96 pages, PDF