TTRPGs

How to Roleplay a Ranger

Rangers are versatile members of any party. They can lead a group through dangerous wilderness without getting lost, track a wild beast or missing person in diverse environments, and are capable of wielding a multitude of weapons. They’re hired by travelers as guides and make excellent bounty hunters and monster slayers when the time calls for it. They’re also quite passionate and considerate of nature and the flora and fauna that live among it.

If you’re playing or writing a ranger, we’ve got some tips on how to get in their head. Dorian has played a ranger for six years and understands them quite well. Having done so for such a long time, or course, not all rangers are the same. So, for those looking to play or create a ranger, here’s what you need to know.

Roleplaying a Ranger

Playing a ranger comes down to a few key factors. No matter if you’re using the most popular TTRPG in the world, Pathfinder, Forbidden Lands, or Lord of the Rings, rangers have several things in common. Focus on the following traits when you create a ranger to improve your roleplay and writing.

Ranger traits

  • Rangers are fierce protectors of nature. They work to safeguard all that is natural in the world.
  • Rangers know their plants. They can tell the party if a plant is deadly, poisonous, edible, or has healing properties. If they don’t know, they work to do so.
  • Rangers are kind to animals. As protectors of nature, they work to understand creatures of the world, even the dangerous ones. If it comes down to a fight with a beast, they may instead choose to scare away the creature instead of killing it. Rangers are also known to have animal companions.
  • Rangers always seek to understand. Rangers tend to stick to the wilds or live away from cities. This can make them curious about the world. Going to a large urban area can seem outlandish to them but with every place they visit, they seek knowledge first. Knowing more about a place, person, or creature is highly beneficial.
  • Rangers can be difficult at first. Like nature, rangers tend to be guarded and may appear off-putting at first. Once they get to know a person, they warm up easily to them and let their guards drop.
  • Rangers are masters of weapons. There is a reason rangers are known as masters of the hunt. Not for their hunting skills, but their ability to wield and master just about every weapon created.

Famous Rangers

As writers, we find inspiration in nearly everything we come across. So, we thought to help with your roleplay, we should introduce you to a few popular rangers from movies and video games.

  • Geralt of Rivia. Geralt is a Witcher, which is a fancy way of saying ranger. He hunts monsters, uses herbs to make potions and poisons, and is proficient in knowing creatures, tracking, and fighting. He’s gruff and blunt but has a kind heart and is always willing to help those in need.
  • Aragorn. Aragorn from Lord of the Rings is one of the best examples of a ranger we can think of. While known as a Ranger of the North, the title referred to a wandering people who protected the land but sought to remain a secret from others. This gave them a reputation for being distrustful, harsh, and dangerous. While Aragorn can appear quite harsh, he’s kind to everyone he meets once he learns more about them. He also has several animal companions during his journey. Brego is with him in The Two Towers and The Return of the King. While Bill the pony accompanies him in The Fellowship of the Ring.
  • Ruuda Drybarrel. Self-plug. Ruuda’s backstory in our fantasy book series Thread of Souls focuses on her interaction with a group or rangers. She was trained by Deep Stalker ranger Nier Shadowsnare but was not blessed to be a Deep Stalker herself. The Deep Staker rangers are protectors of the Deep Hollows and work to ensure safe passage for travelers on the roads, protect creatures, and are hired out when needed for specific jobs. Ruuda’s history with the rangers could play a larger part in her story, but you’ll have to read and find out.

TTRPGs

Subversion – A New TTRPG is Coming to Kickstarter

A new TTRPG that calls itself “Subversion” is coming to Kickstarter next month. And in this age of OGL fiasco’s and the tabletop community opening up to new systems and indie creators, its launch is very timely. Subversion is built off a custom d6 system, and promises a fantasy-sci-fi-grungy adventure that takes place in Neo Babylon. Players can fight against an oppressive systems run by faceless corporations and greedy authorities while balancing their core values that are at the heart of the game.

You are an envoy, using technology, magic, and direct action to serve and save your community in the cyberpunk fantasy world of Neo Babylon.

Subversion will allow players to choose from multiple lineages such as elf, dwarf, goblin, human, or yettin. In character creation, they will also get to choose from a variety of cultures, skills, values, and goals. Subversion uses a creative d6-based dice pool system. The better a player is at a skill, the more dice they get to role, but they only keep the highest three.

Players will be engaged by the Grit system, in which each character has a special reserve resource which they can muster to stand and fight when all looks grim. Alternatively, they can use their limited grit resource to perform amazing abilities or enhance their normal ones. Grit is gained and lost based on how characters interact with their values and impulses.

If you are the type of player who enjoys helping NPC’s and making a difference within the world you play in, Subversion promises themes of relationships, holding to ideals, community, direct action, and hope for the future.

Subversion is designed by Fragging Unicorns, known for Gangs of the Undercity and the Misspent Youth RPG. Subversion will launch on Kickstarter on February 21st.

TTRPGs

How to build maps for your tabletop roleplaying games

Maps are useful tools in tabletop roleplaying games. Whether drawn with pen and pencil, colored marker, or created online, they transport you and your players anywhere and everywhere for the story. You don’t have to be an expert to make a map either. From online tools to Lego pieces, we’ve done it all and no matter what our players have loved it. Here’s how to build a map for your next session.

Hand drawn

Keeping it classic is a simple way to make a map for your games. Just grab a piece of paper and a writing utensil and start drawing. It doesn’t need to be fancy or colored. Giving players a visual cue helps them understand where enemies, NPCs, and objects are. You can even add in art on the fly. If a player asks if there is a tree to hide behind, you can just add one in. Having everyone work together makes map building more engaging.

Craft store terrain

When we first started playing at the table, we didn’t have a digital or VTTs. We barely had minis let alone terrain to build maps with. Occasionally we drew a map but mostly we visited our local craft store to make our own. They are great for building 3D maps with varying levels of terrain. Grabbing a set of trees, rocks, and a patch of grass can bring a whole new dimension to your tabletop game.

One of the best ways to build is by using plant foam. It’s moldable and can be shaped or cut into nearly any object.

Made with Inkarnate.com

Licensed maps and terrain sets

You could of course use maps made by third parties. We’ve had a handful over the years. They fit together like puzzle pieces and can be arranged in numerous ways to bring your map to life. What makes them great is you can build so many different maps with just one set or combine them together to construct a large one. Paizo has plenty and as players who’ve used them before, they are fantastic.

Terrain sets are larger more robust sets that bring 3D elements to the table. You can find a handful on Etsy or use Dwarven Forge.

Digital toolsets

Going digital, completely digital is where we ended up after years of playing. Our go to toolset is Inkarnate. It offers several unique tools you can use to build maps. You can make practically anything you can think of. Once you lay the groundwork — grass, water, snow, etc. — you can add in finer details like buildings, trees, creatures, people, and more. It’s a versatile way to build maps that can be as dynamic as you see fit.

WotC
TTRPGs

WotC Has Decided to Wage War Against its Own Players

Somehow, by now we thought this whole fiasco with WotC (Wizards of the Coast) would be over. But it carries on with more and more ridiculousness added each day. We are talking about this because we are active members of the TTRPG community, and until recently had a channel on Dungeon Master’s Guild. Here is what is going down.

For those just now reading up about what is going on with Dungeons and Dragons, here is the short version recap. Years ago they put out an Open Game License (OGL) that allowed third-party publishers (3PPs) to create content that used portions of the D&D system. This created a thriving TTPRG community, where home-based indie creators could build adventures, subclasses, monsters, and more for people to use in their D&D5e games. The community thrived. WotC made lots of money. Everyone was happy.

Until WotC decided they would destroy everything they’ve built over the years. And it hasn’t even taken long to do it. First came a leaked copy of a proposed new OGL 1.1 that was, basically, no longer “open”. Creators would have to pay royalties, and WotC could take content made by small ma-and-pa shops and use it for their own purposes royalty-free. There was a lot more in this new OGL, but what it boiled down to was shutting down any creator that wasn’t Wizards of the Coast. Small businesses that depended on the original OGL to pay their bills and feed their kids were now in danger of actually OWING WotC money. You know, so the C-Suite can go buy a third yacht.

WotC

While the community was in a panic about what this would mean for the little guy for nearly two weeks, WotC remained completely silent. They did not respond to the large-scale public outrage and cry for answers. That all changed with a leaked statement from an employee at WotC who kept themselves anonymous. Their statement was fairly incriminating, claiming that WotC just wanted this to blow over, that they saw the fanbase as obstacles to their profit, and that they were looking at D&D Beyond subscriptions to gauge what was profitable and what was not.

Well, the community responded quickly and decisively. So many rushed to cancel their subscriptions that the site began to have technical issues. And what many considered a saving grace in all this took the form of the company Paizo, the creators of Pathfinder. They announced they would be partnering with other major gaming companies to create a new OGL they were calling ORC (The Open RPG Creative License) that would be non-profit so no corporate greed could get involved. They also offered indie creators and 3PPs to contact them to stay up to date on the ORC so it could be rolled out in a way that was most beneficial to everyone.

So it was rather not coincidentally that WotC decided to finally, finally issue a statement the following day. The day that the OGL 1.1 was supposed to go into place.

Only, they didn’t do themselves any favors. In fact, it made the entire situation worse. The statement came through D&D Beyond, not even their official account. They claimed the OGL 1.1 was only a “draft”, that everyone was overacting, and that the words were being misconstrued. Perhaps the most damning phrase of all in this statement was a fierce claim that they were still on top.

“You’re going to hear people say that they won, and we lost because making your voices heard forced us to change our plans. Those people will only be half right. They won—and so did we.”

Wizards of the Coast truly could have saved themselves here if they had done the exact opposite of everything they did in that statement. It only worsened the anger by the community who were quick to pull apart the lies in the statement, the heavy PR tone, and lack of anything of real substance in terms of what the future held.

One would think that was as worse as things could get. But in the following days, it’s only gotten more and more shady and complicated. More leaks from inside employees warn fans of heavy D&D Beyond paywalls that WotC wants to put into place, of establishing AI Dungeon Masters, and of trying to use a survey as a platform for people to complain on and thus clear up the angry Twitter / Reddit / etc platforms. WotC denies each and every leak, although their denials keep coming surprisingly late and always behind a “face” that they choose to speak for them. Whether that’s D&D Beyond or random employees, it’s never the actual person that is making the decisions.

From an outside perspective, one would think WotC decided to wage war against its own player base. And it is losing.

Players are flocking to Pathfinder so quickly that it is sold out in local stores. Major companies like Kobold Press are leaving 5e behind and doing their own thing. Everyone from large influencers to small-time streamers are also leaving behind D&D for other TTRPG systems. Why? Because trust has been broken. Because WotC has yet to promise anything of real value, instead using PR-language to try to hide the lack of meaning behind their messages. Because they refuse to make the original OGL irrevocable, and thus people are worried they will keep trying to push the new version forward no matter how long it takes them. Because for little creators that are paying their bills, they have a guillotine hanging above their heads that WotC could drop to destroy everything they have made and take it for themselves.

Why would any creator even want to stick around in this circus?

DriveThruRPG.com

WotC truly could have saved themselves from this nightmare if they had been upfront with their fanbase and been honest. Without any sincere apologies, without any communication directly from the source, and without any real action, the community loses more and more trust in the future of Dungeons and Dragons. Many who are now refusing to buy or support anything that Hasbro (the owners of WotC) decides to release.

So where does this leave everything in the future? What we’ll likely see is former D&D players gravitating to Pathfinder and their new ORC to create content. We are likely to see more smaller TTRPG systems get attention as people look for new games to play. And the once near-monopoly WotC held on the industry will die. And they will only have themselves to blame.


roleplaying
TTRPGs

Let’s talk about the OGL and how it impacts ToS

It’s been a week in the tabletop community and we’re exhausted. This impromptu Spool of Souls update is meant to clear the air on what’s going on in the world of tabletop. As our book series is based on a TTRPG, we wanted to talk about the news from WOTC, Dungeons und Dragons, and what it means for Thread of Souls and us as indie developers.

Starting off. We here at Thread of Souls and Tal & Ru Travels LLC are against everything Wizards is doing with the OGL 1.1. We fully support indie developers and love seeing everything created in the third-party space. TTRPGs are about creating stories, worlds, and characters that you love and hold dear.

The leak of the OGL 1.1 update shows it is the complete opposite of the original OGL written in 2000. That allowed anyone the right to use mechanics, monsters, and items produced by WOTC in their own games. Thus, Pathfinder was created. However, the update is worded in a way that could allow WOTC full control of fan creations for their own use. This all without paying the original creator. On top of that would, owners may be required to pay a portion of all earned revenue to Wizards of the Coast after the first $750,000. And they could changed that at any moment on a whim and leave creators 30 days to comply. An article by journalist Linda Codega broke the news. We highly recommend giving it and their other articles a read.

Reports began January fifth and haven’t really stopped since. After eight days of waiting (January 13) Wizards finally issued a statement through DND Beyond, not even through their official site. The statement was general PR response and further leaks note it was written by “executives and legal”. The official statement reads, “we wanted to ensure that the OGL is for the content creator, the homebrewer, the aspiring designer, our players, and the community—not major corporations to use for their own commercial and promotional purpose.” Which is exactly the opposite of what was stated in the leak. It goes on to mention removing the royalty structure and getting rid of the part where it was suggested the company could take anyone’s work.

All of this talk impacts everyone who uses Dungeons and Dragons. It is incredible damaging to indie developers and if pushed through prevents them from using an IP they have spent hours, months, and years learning to create content. Content that pays their bills, provides for families, and earns them a living. Indie devs create because they love doing so. Their passion has led to the release of more incredible books, creations, and systems than put out by the people who own it all.

It was reported that WOTC is looking at DND Beyond subscriptions to gage success. This has led to people cancelling their subscription to show they are against what is happening. It was only after the mass cancelations began that the official statement was posted.

The Thread of Souls book series is based on our own TTRPG system. We’ve ensured it used only our creations and content made by us. We are stopping all DMs Guild creations and have removed our previously released content.

Tal & Ru Travels LLC and Thread of Souls was created to provide entertainment, laughter, joy, dynamic characters storylines, and fun. Third-party indie devs are the backbone of the TTRPG community and make some truly fantastic stories.

TTRPGs

Let’s Talk about the Dungeons & Dragons movie Prequel Books

We still haven’t watched the Dungeons & Dragons movie trailer, but are curious about it. What has us even more interested is the announcement of two prequel books ahead of the movie: The Druid’s Call and The Road to Neverwinter. Let’s talk about what we know and what we’d like to see from them.

The Books

The Road to Neverwinter is written by Jaleigh Johnson. Little is known about it but we can deduce it will take place in the city of Neverwinter, the Jewel of the North. As huge fans of the Neverwinter MMO, we’ve spent, I was going to say countless hours exploring the city, but it’s 361.5 hours, according to Steam. That’s more than 15 days.

Needless to say, we are looking forward to The Road to Neverwinter.

The Druid’s Call, from E.K. Johnston, also has a special place in our hearts for one important reason. Talia’s first tabletop character was the Jade, a main character in our fantasy octology Thread of Souls.

Tabletop Experience

The two books are exciting and they got us thinking. We’re sure they’re written like a typical story — choose a premise, characters, outline it, and write it — but we believe it be great if they were based on their own tabletop experience. Imagine if the characters in both books were played by actual people around a table like a ttrpg game.

The players all choose a character in the story and roleplay them and tell the story together. With A Druid’s Call following the main protagonist Doric, the actions and decisions her player makes shape the world and therefore the overall book.

The same be The Road to Neverwinter. While it’s unclear what the story is, the book must involve some of the characters from Honor Among Thieves. Our thoughts are on rogue Forge Fitzwilliam, as he is tied to the city.

However the books and movie are written, they’re sure to be thrilling. But as authors who turned our ongoing ttrpg campaign into fantasy books, it is definitely a fun way to write a series after playing it around a table with friends.

TTRPGs

Travel to get into the Fantasy Party Mindset

Playing a TTRPG is similar to an actor preparing for a role. You aren’t you at the table, you’re someone else. Taking time to think, act, and live like your character before a session is a great way to get into their mindset. One way to really get a feel for your character is to travel as they do.

Walk or Hike

Traveling could be just about anything. Think about the types of travel portrayed in games or fantasy books. One of the most prominent is long-distance walking and hiking. You could even keep it simple by going on a short walk. Walking and hiking lets you better connect with nature and the elements around you. It’s a great time to think like your character and be with yourself and thoughts. Plus, you get a feel for what it’s like to be outside like they are the majority of the time. Don’t only go out when it’s sunny. Adventuring is tough work and they don’t quit when it’s raining.

Hit the Road

Another way to get around in fantasy is using wagons or carriages. You don’t have to rent or find a carriage, just hop in a car and drive about. You could do one of two things to get in the mindset. One is to not bother with a destination. Just pick a direction and drive. The other is to know where you’re going but not use any GPS to get there. Travel by using a map or as if you were given vague directions until you reach your goal. Oftentimes, a party will be given a direction and landmark. Rarely is it ever a straight path to your goal.

All the while, be your character. What would they think of the journey? The sights? Sounds? Smells?

Spend the Night Somewhere Different

Characters are always staying at taverns, tents, or magically created homes. Another fun way to travel and get into your character’s mind is to stay somewhere new for the night. Having a different view or sleeping somewhere diverse gives you a more unique view of the world.

We’ve spent the night in a dark creepy forest once. It was definitely an experience and one we’ll never forget.

Travel Together

Traveling with your party or a friend at the table is highly recommended. It gives everyone a chance to bond and become their character while you’re all away. You don’t have to spend every moment as your character, but spending time here and there as them will help give you more insight into how they act in the game.

Senses

When you travel to get into the mindset of your character, focus on your senses. Everywhere you go focus on everything you can see, hear, smell, taste, and touch. Taverns often have a reputation for being loud, but is that always the case when you stay at a hotel? Roads aren’t always smooth and you can often feel every bump as you travel along. What does the air smell like as you walk through the park?


Traveling is always an adventure. It doesn’t have to be an epic journey from point A to point B. Sometimes taking a walk in your own house or yard is all you need to get into the mind of your character.

TTRPGs

The One Ring Tabletop Game Review

The Hobbit is among one of our favorite books so when we heard Free League Publishing was making a Lord of the Rings tabletop game, we got excited. It’s like having the extended extended editions of all the movies in one, except you’re the Loremaster. The One Ring is as alive and vast as the world you see on screen and read on the page.

Right away the pages make it very clear that everyone around the table is part of telling the story. It isn’t just led by the Loremaster. Every player is there to be a part of the tale and make sure it’s a thrilling and memorable one.

It’s like in the great stories, Mr. Frodo. The ones that really mattered. Full of darkness and danger they were.

The Lord of the Rings

The One Ring comes with a core rule book, and a starter set. The rule book is worthy of J. R. R. Tolkien. It’s a massive 248-page tome stuffed with everything you need to start adventuring in Middle-Earth. It’s also a rather pretty book with a stunning cover and beautifully drawn art inside. Every page feels like diving into The Hobbit or Lord of the Rings paperbacks. It’s a grand adventure.

Once you’re through creating a character and learning how to play, you can dive right into a quest. The final few pages contain a thrilling adventure called The Star of the Mist. It’s a journey that fits right into the lore of the Lord of the Rings and is a great starting point for a fellowship. It’s got bandits, dwarves, a dwarven city—a mine— a ghost, and a mystery to solve.

Going on an Adventure

Each game is split into two phases: the adventure and the fellowship. The first involves scenes related to building the overall plot. These can be a tense social encounter or a fight. Whereas the second phase is what happens between each adventure. Characters have time to take for themselves to rest and relax.

The Dice

Free League enjoys using a d6 system and it’s featured in The One Ring as well. Though this time around, they’ve added a d12 to the mix. Characters have 18 skills they can use to overcome challenges and will use both d6—Success Die—and d12—Feat Die—to determine an outcome. The combined total of all the dice is compared to a target number (TN). If the rolled total is equal to or greater than the TN, the roll is a success; otherwise, it has failed.

Each Feat Die features a Gandalf rune (12) and the Eye of Sauron (11) rune. Gandalf’s rune is the greatest result you can get on a Feat Die and means you automatically succeed regardless of reaching or succeeding the TN. Whereas the Eye of Sauron icon is the worst result possible outcome, resulting in a zero on the Feat Die.

Being favored in a skill means you’re proficient in it. When using a skill, players roll one Feat die and a number of Success Dice equal to the Player-­hero’s skill rank. Only one Feat die is rolled if a Player-­hero is unskilled.

Your Calling

Instead of occupations or classes, The One Ring includes Callings. Callings are your character class and allow you to be as dextrous as Legolas, strong as Gimli, or wise and powerful as Galadriel. Callings range from Captain, Champion, Messenger, Scholar, Treasure Hunter, and Warden. Coupled with a Heroic Culture, this decides who you are in Middle-earth.

There are three Attributes in The One Ring: Strength, Heart, and Wits. Each score describes an adventurer’s physical, emotional, and mental capabilities. These are broken down to hit points, resisting spells, and the effects of dread.

Patrons

Along the way, the fellowship gains access to a patron. This sponsor is the one who provides them with quests, items, and information to push the plot forward. They also allow you to re-roll dice, summon them to your aid, or other circumstances that aid the fellowship. It’s a fun system that brings back familiar characters such as Balin, Bilbo, and Gandalf the Grey.


Like Tolkien, The One Ring is a beast of a tabletop book. The fantasy author made everything feel spectacular and worthwhile. From the novels to the compendiums and the movies, the world of Lord of the Rings is massive and exciting to see. The One Ring makes it that much more excited to jump into and explore.

Reviews, TTRPGs

Symbaroum: Thrilling adventure in a corrupted land – Review

They say untold treasure lies within the forest of Davokar. That and corrupted beasts and shadows of former adventurers. Be it you’re the one looking for an Explorer’s License, I’ll not keep you from your quest. The dark forest awaits. Good luck out there.

Symbaroum is a dark fantasy tabletop roleplaying game from Free League Publishing. It’s set in a world where adventurers venture into the vast forest known as Davokar and search for fortune and glory. Players build a character and party up with others to explore, solve mysteries, and make a name for themselves in this dangerous world.

It follows similar tabletop tropes. You build a character, choose attributes to see what you’re good and bad at, select your archetype, and venture out into the unknown. One major difference is its dice system. Instead of rolling a d20 and aiming for a high number, you’ll want to do the opposite.

Building a character comes down to choosing from three archetypes: mystic, hunter, and warrior. Each one is broken down into occupations, of which there are numerous. Occupations are your character’s background and can be wizards, rangers, knights, sorcerers, duelists, sellswords, and more. Altogether there are 15 occupations.

From there you’ll select attributes and each is linked to the roll of a d20. They are broken down into the following categories: accurate, cunning, discrete, persuasive, quick, strong, resolute, and vigilant. These are what you’ll focus on throughout each session.

Welcome to the Upside Down the D20

One of the most interesting features of Symbaroum is found in its d20 system. It’s built in such a way that you’ll need to roll low to succeed. It’s backward from other popular games out there.

Say for instance you want to pick a lock on a door and have a discreet of 13. You’d roll a discreet check versus the lock’s modifier of -3. The modifier subtracts 3 to your discreet attribute making it a total of 10 for this one moment. You would have to roll under 10 to successfully pick the lock.

This makes attacking targets rather more engaging as well. Each enemy and player character has a target defense that impacts the d20. To successfully hit a target, the roll has to be below the target value. Yet, armor and character abilities can affect the overall number as well. So, it’s not as simple as hitting that goal number sometimes.

Shadow and Corruption – Who turned out the lights?

Symbaroum utilizes shadows as a way to build tension and show the spread of corruption. Both work in tandem with one another and make for great role-play opportunities. Each character and creature in Symbaroum has a shadow cast by light. It’s when a creature has two shadows, people should begin to worry.

A creature with a second shadow is considered to be corrupted. This means, they have spent too much time in an area of heavy corruption, such as the forest of Davokar; they’ve messed with magic they should have stayed away from, or cast a spell. Once the corruption spreads too far, characters become supernatural beings and become part of the forest ecosystem.

The World

The lore is as vast as the forest you’ll be exploring. Corruption spread throughout the land and Queen Korinthia searched for a place for her and her people. She established the kingdom of Ambria but it is at constant war with surrounding barbarian tribes and the monsters of the forest.

Those who wish to earn a living are tasked with venturing into the forest to find treasure, fight back the hordes of monstrosities, and defend the kingdom against barbarian attacks. There’s quite a bit to do in Symbaroum and plenty of quests and sessions to build multiple campaigns around.


Symbaroum is a thrilling tabletop experience that is wildly different from other tabletop games around. It can be daunting to figure out at first, like any tabletop game, but is worth it. The d20 system is engaging and makes you think about what skills to use in order to succeed. The world is dark and full of horrific monsters and it’s built upon such wonderful lore.

There are several books available from the Player’s Guide, Core Rulebook, Starter Set, and Alberetor the Haunted Waste adventure. Free League also makes Forbidden Lands, another excellent tabletop game.

TTRPGs

How to Publish to DMs Guild

Tabletop games offer endless opportunities for creative freedom. You’re free to use official books from Wizards of the Coast to craft a campaign. One of the best sources of homebrew material can be found on Dungeon Master’s Guild, where you can buy and sell your homebrew content.

As authors, we have several published DMs Guild supplements ranging from new enemies, adventures, and NPCs. If you’ve got an idea and want to share it with other like-minded individuals, DMs Guild is the way to go. Once you’ve finished creating your document, publishing to the platform is the next step and here’s how to do so.

Publishing to DMs Guild

Once you’ve created your own account, head to the main Account page. Scroll down to find the fifth sub-category titled My Content. Select Enter New Community Created Title to get started publishing.

The next page you’ll see is the Publisher Hub. The first step is to select which platform you’ll publish your supplement on. There are four categories to choose from: DMs Guild, Fantasy Grounds, Dungeoncraft, and Dungeoncraft Fantasy Grounds. Unless you’re already familiar with the other three, we suggest starting with just DMs Guild.

Side Note: Fantasy Grounds is for a virtual tabletop platform and is a little more of a process to set up. As is Dungeoncraft. So stick with DMs Guild for now until you feel comfortable or work with the fine folks at Grim Press to have your projects post on Fantasy Grounds.

Title, Author, Artist, and Price

Type in the title of your DMs Guild. We suggest something attention-grabbing as it will help it stand out. From there, choose the author, artist, and number of pages. The author will be yourself, and you only need to enter an artist if you’ve had anything hand-drawn. After that, you’ll choose the number of pages in the supplement and then select the price. It’s a good idea to look at what others have charged to get a ballpark price and you can add or subtract as you see fit. WotC does take a percentage from each sale you make, just to keep in mind.

Description and Cover Image

The product page text is where you’ll describe what your DMs Guild supplement is about. This could be a few sentences or a paragraph with pictures. Highlighting features of your project is always good to include here. If it has new NPCs or monsters, put it here as well.

The cover image is what everyone will see when they go to view your project. It should be visually pleasing and not too busy. Give it a title and a cool cover and you’re good to go. A good cover inspiration is using an official D&D book cover as a guide.

Side Note: Make sure you have the rights to all pictures you use. There are free images available through DMs Guild if you are looking for some. Or you could Canva, the platform we use for all of our designs.

Categories: Theme, Setting, Edition

The next section is where you’ll choose specific categories for your supplement. You’ll find Storylines, Adventures, Core Rues, Character Options, Gear and Magic Items, and more. These are broken down into their own smaller categories and basically, help you determine what is in your supplement. It has everything from adventure tiers, race, backgrounds, items, adventure theme, and edition.

Automatic Previews

Previews are to showcase specific pages of your supplement. The flipbook is a smaller preview that flips like the pages of a book. While the PDF preview is larger and allows viewers to scroll through pages of your project.

Uploading Files

Once this section is complete, head back to the main Account page. Select the Upload/Update Files and find your DMs Guild title. Make sure it’s saved as a PDF and attach it to the drag and drop area. Select make public and it will be added to the DMs Guild database.