RPG Reading Roundup: Mirkwood Tales, Dungeon Tables and Terrain Ideas
Story by Geoffrey · 498 readers
A collection of RPG resources spans Mirkwood Tales, random tables, game master tools, hobby history and practical terrain building.


This week’s useful reading ranges from ready-to-use table prompts to questions about how roleplaying games connect with older forms of interactive storytelling. The common thread is practical curiosity: ideas to put in front of players, tools for handling the spaces between encounters, and a few reminders that today’s games have a history worth revisiting.
The links gathered here come from several corners of the tabletop hobby. Some point toward downloadable material, while others offer advice, historical discussion or a craft project. They’re best treated as starting points: each can give a game master or player a prompt to adapt for a particular table, rather than a recipe that every group needs to follow.
Downloads and quick prompts
Mirkwood Tales is available through Archive.org. It sits alongside two links that give this roundup a strong historical thread: discussions of the game’s place in roleplaying and interactive fiction. Having a text available to read makes those discussions easier to follow, whether you’re interested in the material itself or in how games have changed across formats.
For science-fiction referees, Adventure Class Starship Geomorphs Book offers another downloadable resource to investigate. The title points toward modular ship layouts, a format that can help a referee prepare locations in pieces and connect them as needed. A set of geomorphs can be useful when a crew’s route through a vessel matters, or when the referee wants a map that can grow as the situation unfolds.
The random-table links cover several different kinds of discovery. d100 – Dungeon Flora and d100 – Dungeon Fauna suggest ways to give underground environments more life. Rather than treating every room as bare stone and a threat, a referee can use details about plants and creatures to make a place feel inhabited. Even a small result can change how players read a location: is it food, a hazard, a clue, or evidence that something else is nearby?
d100 – Sentient Swords shifts the prompt from surroundings to equipment and character relationships. A thinking weapon can create a source of friction, advice or temptation, depending on how a group wants to play it. For a less familiar bit of kit, d100 – Unconventional Shields & Bizarre Bucklers offers a theme that can put an unusual object in a character’s hands. Both are useful examples of how a table can spark a choice, then leave the meaning of that choice to the people playing.
Market Making brings the table approach into a social setting. A market can be more than a place to buy supplies: it can give a party reasons to ask questions, find contacts and decide what deserves their attention. A prompt list can keep such a scene moving when the group wants to explore, while leaving room for the referee to build on whatever catches the players’ interest.
Tools for the space between encounters
Travel can turn into a quiet stretch between prepared scenes. When travelling, shit goes wrong points toward trouble on the road as a source of play. That framing can help make a journey feel like a sequence of decisions rather than a blank transition. A referee might use travel complications to test the party’s plans, introduce a cost, or reveal what the characters value when conditions change.
For a different kind of table challenge, Reputation Tables focuses attention on how a character or group is perceived. Reputation can give earlier actions a continuing presence in play, helping the setting respond to what the party has done. Used with care, it can also supply a reason for a new opportunity or complication without requiring the referee to invent a whole subplot on the spot.
Random encounter generator for DnD and other ttrpgs – Unlimited variety! and Dungeon Stocking – Expanded offer further support for building out play spaces. Encounter prompts can help when a session needs an interruption or a fresh direction; stocking material can help a referee decide what occupies a dungeon’s rooms. The useful step is to treat generated results as raw material. A result becomes memorable when it fits the location, creates a decision, or connects to something the group already cares about.
Preparation has its own limits, too. The Very Avoidable Pit of GM Burnout turns attention toward the person doing the organizing. A sustainable game doesn’t need every corner filled with bespoke material. Reusable tables, modular maps and player contributions can all reduce the pressure to prepare every possibility in advance. The practical takeaway is to keep the parts that make a session enjoyable and find lighter ways to handle the rest.
Design history and the physical table
Single-Axis Outer Planes offers a design thought to consider when shaping a game’s larger cosmology. A single organizing axis can make an abstract setting easier to grasp and give players a clear way to compare places. The interesting question for a referee is what that structure makes easier to imagine, and what kinds of differences it leaves out.
The historical links turn toward the relationship between roleplaying and other forms of play. D&D and Traveller offers a point of entry into the connections between two named games. The Mirkwood Tales RPG: the link between the original D&D rules and text-based computer games and Crowther’s Adventure and Mirkwood Tales extend that thread toward text-based computer games. Read together, these titles invite a useful question: how do rules and interactive storytelling change when a game moves between the table and a screen?
Finally, Walls for the Gameboard brings the focus back to a tangible hobby task. Terrain changes how a battlefield reads and gives miniatures a more defined place to move through. For anyone building scenery on a budget, a wall project is a manageable way to add structure to a board; the next step is deciding which shapes and details will support the kinds of encounters their group actually plays.