Full disclosure, the only reason this website was created was to promote my book, New World Adventures, so it goes at the top of the list because it’s my list and you can’t tell me what to do with it. Go make your own list. You’re not my real Dad anyway.
If this site is successful, the order of the list will be updated dynamically based on user reviews (much like boardgamegeek.com). I know you have no reason to believe me, but when this happens I will not cheat. If my book is outvoted, it will give up its top spot.
Until then the order will be “me first” then alphabetical by author for the rest.
The description shown is the blurb, quoted directly from the author.
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After another difficult and monotonous week of fighting off bandits, raiding tombs, and slaying dragons, Darrak the dwarf, Erdan the elven wizard, and Alek the fighter find themselves bored and longing for adventure. The game New World Adventures provides such an opportunity, in which they may imagine a world long after the extinction of the non-human races, a fantasy future with magical items such as cars, debit cards, and smartphones.
Follow the tale of James (Alek), Michael (Darrak), and Robert (Alek’s reluctant wife, Gwenevere) in their fantastical adventures to find love, employment, and become the greatest accountants the world has ever known!
Listen or download for free below:
Cast (episode 1): Matthew Lawson, Andrew Ellis, Chris Tufano, Caroline Koonce, Callum Edmunds, Chad Fisher, Eli Cather, Ryan Henning, Sharon Grunwald, Geordan Miller, Garret Sandoval, and Jon Chambers.
Cast (not appearing in episode 1): Jameson Smith, Steven Grove, Luba Chambers, Pokejedservo, Brandon LeMaire, Forrest Lee, Dave Keegan, James Kaylor, Drew Shaw, Admiral Handsome, and Neferankh.
Book 1 of the Gamearth Trilogy Gamearth: It was supposed to be just another Sunday night fantasy role-playing game for David, Tyrone, Scott, and Melanie. But after years of playing, the game had become so real that all their creations—humans, sorcerers, dragons, ogres, panther-folk, cyclops—now had existences of their own. And when the four outside players decide to end their game, the characters inside the world of Gamearth—warriors, scholars, and the few remaining wielders of magic—band together to keep their land from vanishing. Now they must embark on a desperate quest for their own magic—magic that can twist the Rules enough to save them all from the evil that the players created to destroy their entire world.
What if you and your friends got to live the game for real? What if you and your friends were assholes?
After relentlessly mocking their strange new Game Master, Tim and his friends find themselves trapped in the bodies of their fantasy game characters, in a world where the swords, the magic, and the gastrointestinal issues are all too real.
They learn hard lessons about tolerance and teamwork, and a new meaning for the term “dump stat”. Ha ha. Just kidding. They don't learn shit.
Never before have comedy and fantasy come together so much like a train wreck, in which each train was carrying a shipment of burning dumpsters. You just can't help but continue to stare.
Don't be the last of your circle of nerds to read this book. Shake the Dorito crumbs out of your neck beard, grab your large sack, and prepare to enter the world of Caverns & Creatures.
What happens when the haggling is done and the shops are closed? When the quest has been given, the steeds saddled, and the adventurers are off to their next encounter? They keep the world running, the food cooked, and the horses shoed, yet what adventurer has ever spared a thought or concern for the Non-Player Characters?
In the town of Maplebark, four such NPCs settle in for a night of actively ignoring the adventurers drinking in the tavern when things go quickly and fatally awry. Once the dust settles, these four find themselves faced with an impossible choice: pretend to be adventurers undertaking a task of near-certain death or see their town and loved ones destroyed. Armed only with salvaged equipment, second-hand knowledge, and a secret that could get them killed, it will take all manner of miracles if they hope to pull off their charade.
And even if they succeed, the deadliest part of their journey may well be what awaits them at its end.
Seven college students meet for another night of role-playing games, where they will be cast as wizard, warrior, cleric, or thief. However, their conniving gamemaster has something entirely new planned for them. The seven gamers are cast into an alternate world of magic, fire-breathing dragons – and a quasi-medieval culture with slavery. The only way back to Earth is through a dragon-guarded Gate Between Worlds, about which little is known.
The five men and two women face tough challenges – simple survival in a harsh environment as well as finding the mysterious Gate to bring them home. Publishers Weekly praised this series for its “energy, wit, and a strong moral sensibility.”