Non-Fiction

Role Playing & Fantasy Games Title Generator

Titles for core rulebooks, setting sourcebooks, adventure modules, game master advice and histories of the hobby. Suggestions follow the shelf's habits, from the in-world author's guide to the strange one-word zine.

Ink and watercolor illustration: a miniature mountain pass winds across a wooden gaming table, scattered with painted adventurers, tiny towers, and many-sided dice
A miniature mountain pass winds across a wooden gaming table, scattered with painted adventurers, tiny towers, and many-sided dice

Optional: a few words about your story give sharper titles. 100 characters left.

A dozen to start with
  • Sample

    The Salt Warrens

    A fifth-edition dungeon crawl under an abandoned salt mine

  • Sample

    Gearwright's Compendium of Siege Engines

    An in-world engineer's guide to war machines for fantasy campaigns

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    Session Zero: Building a Table That Lasts

    GM advice on expectations, safety tools and scheduling

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    Thieves of the Lantern Coast

    A port-city setting sourcebook for heist-focused campaigns

  • Sample

    Roll for Initiative, Mom

    A memoir of running a weekly game for three teenagers

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    Hexcrawl: Designing Sandbox Wilderness Campaigns

    Map, travel and encounter tools for open-world tabletop play

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    Bestiary of the Drowned Fen

    Swamp monsters, lair maps and encounter tables for any system

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    Basement Dragons: Tabletop Games in the Suburbs, 1974 to 1990

    A social history of early players and the 1980s moral panic

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    What Does the Ogre Want?

    A GM's guide to monster motives and nonlethal encounters

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    Ashfall Core Rules

    Core rulebook for a survival RPG after a supervolcano

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    Twelve Taverns

    Drop-in tavern locations with menus, regulars and rumor tables

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    The Lich's Ledger

    A villain sourcebook told through an undead accountant's records

The craft

Naming Role Playing & Fantasy Games books: what works

This genre celebrates the creativity and storytelling of role-playing games and fantasy worlds. It encompasses guides, lore, and narratives that enhance the gaming experience.

Titles should capture the essence of fantasy and adventure, reflecting the themes and spirit of role-playing games and their rich, imaginative settings.

  1. Lead adventures with a place or a threat

    Players remember a location they can walk into or a villain they can fight. Tomb of Horrors, Curse of Strahd and Call of Cthulhu's Masks of Nyarlathotep each promise a destination or an enemy in a few words. Save the level range and system for the cover banner or subtitle.

  2. Credit an in-world author

    Fifth edition Dungeons & Dragons made a habit of naming supplements after characters in the setting: Volo's Guide to Monsters, Xanathar's Guide to Everything. A fictional expert gives the book a voice and a running joke. It works best when that voice actually appears in the text.

  3. For GM advice, name the job

    Game masters want help with a specific task: prep, pacing, improvisation, safety. Michael Shea's The Lazy Dungeon Master promises less prep in four words, and the title became shorthand for his method. Graham Walmsley's Play Unsafe names an attitude instead, which suits a short book about improv.

  4. Histories can borrow the hobby's jargon

    Books about the hobby can wink at the people who play. David M. Ewalt's Of Dice and Men puns on Steinbeck while saying exactly what it covers, and Jon Peterson's Playing at the World sounds like a game and a history at once. Pair the joke with a plain subtitle naming the era or the company.

On the shelf

Well-known Role Playing & Fantasy Games titles

Titles that already work in this genre. Read them for shape and length: how many words, how much they give away, what they leave out.

TitleAuthorPublished
Dungeons & Dragons Player's HandbookWizards RPG Team2014
Pathfinder Core RulebookPaizo Publishing2009
Call of Cthulhu: Horror RoleplayingSandy Petersen1981
Warhammer Fantasy RoleplayGames Workshop1986
Shadowrun Core RulebookCatalyst Game Labs2013
Vampire: The MasqueradeWhite Wolf Publishing1991
GURPS Basic Set: CharactersSteve Jackson1986
Fate Core SystemEvil Hat Productions2013
Starfinder Roleplaying Game: Core RulebookPaizo Publishing2017
Cyberpunk 2020Mike Pondsmith1990
The Dark Eye Core RulesUlisses Spiele2016
Mutants & Masterminds Hero's HandbookGreen Ronin Publishing2002
Savage Worlds Deluxe: Explorer's EditionPinnacle Entertainment2012
Mouse Guard Roleplaying GameLuke Crane, David Petersen2008
Tales from the Loop RPG: RulebookFree League Publishing2017
Numenera CorebookMonte Cook2013
The Strange CorebookMonte Cook, Bruce R. Cordell2014
IronswornShawn Tomkin2018
Monster of the WeekEvil Hat Productions2012
Symbaroum Core RulebookFree League Publishing2014
Non-Fiction

More Non-Fiction title generators

Or see the whole shelf: Non-Fiction title ideas.

Good to know

Questions about Role Playing & Fantasy Games titles

Can I put 'Dungeons & Dragons' in my sourcebook title?

Dungeons & Dragons is a Wizards of the Coast trademark. The rules in the System Reference Document 5.1 are released under a Creative Commons license, but that license doesn't cover the brand name, so independent publishers usually write compatible with fifth edition or 5E instead. Products sold through the DMs Guild program follow that program's own branding rules.

How long should an adventure module title be?

Short. Many classic adventures use two to four words, often a place or a monster. The system, level range and party size go in a subtitle or a cover banner, such as a 5E adventure for four characters of levels 3 to 5.

What makes a good title for an indie zine or one-page dungeon?

Indie and old-school scenes favor short, odd, physical words that look good in big type: a body part, a substance, a ruin. The title should hint at the mood more than the plot. Put the system or compatibility note small, on the back or the first page.

A title deserves a book.

Put it on a cover, write the first chapter under it, and see if it holds.

Plans from $9.99 a month. Cancel any time. Your words are always yours.