Here are 100 books that On Writing and Worldbuilding fans have personally recommended if you like
On Writing and Worldbuilding.
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TTRPGs are such a powerful medium for storytelling, and a tool that can be used by therapists to help their clients. Learning how to run games can seem daunting, these books have all helped me with learning how to run games more effectively. From thinking about stories, to exploring tropes, using storytelling techniques, and sharing the narrative with players this collection of books will help you on your journey of building worlds and telling stories.
For many Game Masters it can be difficult to understand how the monsters and adversaries in their worlds would act.
In his book, and its sequel, Ammann helps to provide guidance for how different adversaries might act towards the group of heroes. This book helps GMs think critically about the monsters in the world and can help with teaching how to provide a more dynamic and consequential experience for players.
Ammann also helps readers think in terms of a world with magic and how those living in such a world might think and approach problems differently than we do in our magic-free world.
In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behaviour-and the better the players, the more unpredictable their behaviour! It's easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away.
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…
The Victorian mansion, Evenmere, is the mechanism that runs the universe.
The lamps must be lit, or the stars die. The clocks must be wound, or Time ceases. The Balance between Order and Chaos must be preserved, or Existence crumbles.
Appointed the Steward of Evenmere, Carter Anderson must learn the…
TTRPGs are such a powerful medium for storytelling, and a tool that can be used by therapists to help their clients. Learning how to run games can seem daunting, these books have all helped me with learning how to run games more effectively. From thinking about stories, to exploring tropes, using storytelling techniques, and sharing the narrative with players this collection of books will help you on your journey of building worlds and telling stories.
Sometimes you might find you have a great idea for a campaign, or know what theme you want to explore but are struggling to understand how to bring those ideas together.
D’Amato takes you through building your campaign through both a discussion of storytelling devices as well as pointed questions you can use to help flesh out your ideas and turn them into a full campaign. This book also helps GMs learn how to make their world feel lived in through descriptions and building history.
This is the book you want to use to build a small idea into a full campaign!
Improve your RPG campaign with this comprehensive and interactive guide to making the most out of your gaming experience.
Whatever RPG game you play, from D&D to Call of Cthulu to licensed games like Star Wars, every detail is important. From setting the scene to choosing the right music or even adjusting the lighting to create the right atmosphere, every choice helps maximize your gaming experience.
The Ultimate RPG Gameplay Guide provides practical advice for everything from pre-game preparations and in-game improvisation to working out a plan of attack with your teammates to learning how to lean into the setting…
TTRPGs are such a powerful medium for storytelling, and a tool that can be used by therapists to help their clients. Learning how to run games can seem daunting, these books have all helped me with learning how to run games more effectively. From thinking about stories, to exploring tropes, using storytelling techniques, and sharing the narrative with players this collection of books will help you on your journey of building worlds and telling stories.
This book is a series of essays from some of the most well-known writers and creators in tabletop gaming.
This book is filled with tips and tricks to help you build your world and create a compelling plot that your players will want to engage in. This book will help you learn how to use different storytelling devices effectively in an RPG as it is slightly different than how you would use such devices in a written novel.
This book really helped me to start wrapping my mind around how shared narrative stories can work and how as a GM I can steer the story without taking away the agency of my players. This is a great quick read for new and experienced GMs alike!
Whether you’re a new gamemaster or a seasoned vet looking for a new angle to shake up your game, these 19 essays by 13 expert gamemasters demonstrate ways to construct your campaign from the ground up and keep your players engaged until the dramatic conclusion.
Within this volume, masters of the art show you how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl…
The Guardian of the Palace is the first novel in a modern fantasy series set in a New York City where magic is real—but hidden, suppressed, and dangerous when exposed.
When an ancient magic begins to leak into the world, a small group of unlikely allies is forced to act…
TTRPGs are such a powerful medium for storytelling, and a tool that can be used by therapists to help their clients. Learning how to run games can seem daunting, these books have all helped me with learning how to run games more effectively. From thinking about stories, to exploring tropes, using storytelling techniques, and sharing the narrative with players this collection of books will help you on your journey of building worlds and telling stories.
When I first started GMing I had pages and pages of notes that took hours to prepare.
It was unsustainable and I knew there had to be a better way. The Lazy Dungeon Master technique of session and campaign planning helps to ensure that while you are prepared for your sessions you are not wasting time planning too much.
Using the methods in this book, my session preparation time went from several hours to around an hour and I think my sessions improved as a result.
My name is Thomas Tarasios and I'm a fantasy author. I was a huge fan of the Final Fantasy games growing up, particularly I to IX, and as a voracious fantasy reader I've made it my business to find novels that deliver that 'Final Fantasy feeling' (eccentric ensemble cast, adventure, hard magic system, grim yet fun, etc.), scouring the web, message boards and Reddit for recommendations on this topic and reading the suggested books. When it came time to write my own fantasy series, I set out to write as if it were an original Final Fantasy game—a fan novelization of an awesome new Final Fantasy game that doesn't actually exist as a game!
This book is a ‘LitRPG’, a relatively new genre of novel that combines prose with elements from video role-playing games. However, unlike most LitRPGs, this one doesn’t have printed numbers and statistics. As such, it’s closer to a ‘LitJRPG’ (literary Japanese role-playing game) and so to Final Fantasy, and author Andrew Rowe (a former games programmer for Blizzard) is explicit about that influence and other related influences.
I very much enjoyed this book, the first in his Aracne Ascension series in which Corin Cadence needs to figure out how to progress through a tower of traps, obstacles, and monsters in order to find his long-lost brother while training at magical combat school. The magic system and worldbuilding are fascinating, the battles and dungeons are thrilling, and the plot is compelling.
It’s hard to get much more Final Fantasy in novel form than this. (Bonus! You can also read not…
Five years ago, Corin Cadence’s brother entered the Serpent Spire — a colossal tower with ever-shifting rooms, traps, and monsters. Those who survive the spire’s trials return home with an attunement: a mark granting the bearer magical powers. According to legend, those few who reach the top of the tower will be granted a boon by the spire’s goddess.He never returned.Now, it’s Corin’s turn. He’s headed to the top floor, on a mission to meet the goddess.If he can survive the trials, Corin will earn an attunement, but that won’t be sufficient to survive the dangers on the upper levels.…
I’ve been a gamer all of my life and am a teacher of elementary school students. After finding the LitRPG genre I wished to share this with other kids... like the one I had once been. Most parents in the genre push full 200k books on their children with an expectation of found love. While I imagine it works for a few of them, I rather expect that the majority of those attempts end in failure. Kids have their own world and their own sense of humor. I write to them, to inspire them and make them laugh, to make them entertained even as I teach them universal morals and lessons about the world.
Lone Wolf is a book that is also a game. A LitRPG for Kids, originally written in the 80s, it is the start of a wonderfully long series of illustrated books that both allowed children to choose their actions as the protagonist of the story and also gave them choices on how to develop the hero and make him progress.
It’s a model of book that I really would like to see more of today.
Lone Wolf might be the series that started me on my gaming path, and it is a magical and beautiful quest that teaches about honor, teamwork, and clever tactical planning.
Even better, the author made the series free online in 2015. So it is now available all over the internet and even as a number of free phone apps.
You are Lone Wolf. In a devastating attack the Darklords have destroyed the monastery where you were learning the skills of the Kai Lords. You are the sole survivor. FLIGHT FROM THE DARK You swear revenge. But first you must reach Holmgard to warn the King of the gathering evil. The servants of darkness relentlessly hunt you across your country and every turn of the page presents a new challenge. Choose your skills and your weapons carefully - for they can help you succeed in the most fantastic and terrifying journey of your life. The LONE WOLF adventures are a…
Aury and Scott travel to the Finger Lakes in New York’s wine country to get to the bottom of the mysterious happenings at the Songscape Winery. Disturbed furniture and curious noises are one thing, but when a customer winds up dead, it’s time to dig into the details and see…
In the 1980s I was bullied for playing Dungeons and Dragons. Kids like to bully each other, but this was different: The bullies felt they had been given a moral license to pick on D&D players because pastors, talk-show hosts, and politicians were all claiming it was a Satanic, anti-Christian game. Those claims were my first inkling that adults did not know what they are talking about. After getting a PhD in the sociology of religion, I was finally able analyze and articulate why religious authorities felt threatened by a simple game of imagination.
This book is an exploration of “geek culture” including Dungeons and Dragons but also other aspects of fandom like live-action-role-playing (LARPing), and Harry Potter fandom.
This is not a theoretically weighty book, but the author did substantial field work trying to explore and understand these subcultures. The throughline of the book concerns the human fascination with imaginary realms and the cultural forms people will invent to connect with these realms and bring them to life. As a religious studies scholar, I see this longing for other worlds as a “religious” impulse.
An amazing journey through the thriving worlds of fantasy and gaming What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty-year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds-from Boston to New Zealand, and Planet Earth to the realm of Aggramar. "For anyone who has ever spent time within imaginary realms, the book will speak volumes. For those who have not, it will educate and enlighten." -Wired.com "Gandalf's got nothing on Ethan Gilsdorf, except for maybe the…
I'm the author of over 15 novels written for kids, teens, and adults across several genres. The thing all my books have in common is that they are sad and they are dark. My most recent novel is my most distilled, compressed delivery of deliciously dark sadness yet! Oddly, I'm rarely sad in real life. My daughter suggested that I write books to get the darkness out of my head and onto the page, which I think is very insightful (she is my kid, after all). I enjoy the beauty in the breakdown, I savor the sublime catharsis of tragedy, and I want to share that perspective with everyone.
I have never encountered a story that depicts the dread and heartbreak of growing up more authentically than Black has done in the pages of this Newberry-awarded novel for children.
It is both as brutal and as delicate as the creepy antique doll (which may or may not be haunted) at the center of the story. Three kids head out on their own, determined to lay the spirit trapped within the doll to rest while the all-to-real fears and quiet dangers of their regular lives snap at their heels.
It is a book of loss, acceptance, and courage that will remain nestled in my heart for life. I am literally tearing up right now as I think of it.
My name is Eleanor Kerchner. You can call me the Queen. I died in 1895. Now it's time to play.
A chilling ghost story by the bestselling author of The Spiderwick Chronicles, Holly Black.
Recipient of a Newbery Honor Award. An ALA Notable Book. A Kirkus Reviews Best Book. A School Library Journal Best Book. A Booklist Editor's Choice Books for Youth. A Publishers Weekly Best Children's Book. A 2013 Goodreads Choice award nominee. A People Magazine 'Best New Kids Book'.
In the 1980s I was bullied for playing Dungeons and Dragons. Kids like to bully each other, but this was different: The bullies felt they had been given a moral license to pick on D&D players because pastors, talk-show hosts, and politicians were all claiming it was a Satanic, anti-Christian game. Those claims were my first inkling that adults did not know what they are talking about. After getting a PhD in the sociology of religion, I was finally able analyze and articulate why religious authorities felt threatened by a simple game of imagination.
This was the first sociological study of fantasy role-playing games. Fine was able to detect and articulate what is sociologically significant about these games.
The book takes dynamics that role-players just “get” and articulates them as sociological concepts. For example, he uses “frame theory” to explain how players verbally transition from the frame of the game mechanics and the story world of their characters.
He also explains how games like Dungeons and Dragons are “autotelic.” In other words, you do not “win” at and these games, the purpose is “engrossment” or being absorbed into the fantasy world.
Fine also did a great deal of participant observation for this book and it provides a great historical insight into the culture surrounding these games in the early 1980s––warts and all.
This classic study still provides one of the most astute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players - as well as their reasons for playing.
Magical realism meets the magic of Christmas in this mix of Jewish, New Testament, and Santa stories–all reenacted in an urban psychiatric hospital!
On locked ward 5C4, Josh, a patient with many similarities to Jesus, is hospitalized concurrently with Nick, a patient with many similarities to Santa. The two argue…
Although I was part of a large family, I frequently felt alone growing up. While my siblings were busy playing sports or running around with their friends, I sat by myself in the basement, reading fantasy stories. Eventually, I began creating my own worlds and published the Riddle in Stone series and Sword of Betrayal. I suppose I’m still trying to find a place where I fit in.
Guardians of the Flame is a fantasy series where seven college students get together for a night of role-playing games and suddenly find themselves in an alternative world of swords, magic, and deadly fire-breathing dragons. To get home they must find the mysterious “Gate Between World.” It is a witty adventure story any fan of fantasy can appreciate. It explores the question—what would happen if readers of fantasy were transported into their favorite fantasy world?
It had begun as an evening of fantasy gaming - college students passing the time. Then the impossible happened:
the players found themselves transported into the bodies and personae of their game characters - trapped in an alternate world where magic worked all too well, dragons were a fire-breathing menace, and only those quick enough with a sword, or their wits, survived. The only way back to Earth was a legendary portal called the Gate Between Worlds, but there was no guarantee they'd pass through safely even if they managed to find it. And their new selves had precious little…