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10 Fantasy Books That Would Make Great RPGs

If you’re looking to get totally immersed in a fantasy world, there’s no better medium than a novel. But what if you want to be the one making narrative choices within that world? Then, you’ll want an RPG—the king for a long, deep dive into magical stories and settings.

Plenty of popular fantasy series are supported by good games (Heck, new games are made even for disappointments, like A Song of Ice and Fire). But there are still more books just waiting for a competent developer to turn them into a masterfully absorbing RPG.

Sure, good video game adaptations ain’t easy. With love and care for the source material, though, any of these books could be the basis for decision-driven gaming.

We’re focusing on books and/or series for which there never was a video game RPG adaptation. Tabletop RPGs are awesome! They just don’t count on this list.

10

Nine Princes In Amber

Conquer The Multiverse Of Real And Unreal

Author

Roger Zelazny

Year

1970

What’s better than world conquest? Well, how about multiversal conquest?

Zelazny’s Chronicles of Amber tell the adventures of Corwin’s quest to overcome his brothers and claim his family’s throne on Amber. Amber and Chaos are the only two “true” worlds in the multiverse. Everything else—including modern Earth—is but a mirage, a stretched-out shadow cast by the two.

The tonal shifts through Nine Princes in Amber (and other Amber novels) are why it would make an interesting RPG. From mind-bending concepts to magical and martial conquest, Zelazny’s work includes a great variety of conflicts and intrigues from which a designer can render the player’s own quest for the throne.

9

Circle Of Magic Series

Crafting Magic From The Mundane

The cover of Tamora Pierce's The Circle of Magic audiobook series.

Author

Tamora Pierce

Year

1997–1999

Nowadays, it seems every RPG has some sort of crafting system. Personally, I blame Minecraft for popularizing the crafting + survival trends, even if they existed in the genre basically forever. That doesn’t mean crafting must be a tedious side-system—there are plenty of games with interesting crafting systems.

Tamora Pierce’s Circle of Magic novels offer a great vehicle for a magic-themed RPG which emphasizes crafting. Unlike most magic-wielders in Pierce’s setting, the main characters (and their mentors) wield magic through everyday crafting implements. The use of weaving, metalworking, and other manual skills makes their magic distinct.

That’s not to say an RPG based on Circle of Magic must be restricted to only the crafts worked by the protagonists. There is space to explore talents such as painting, woodworking, and more within the series concept. Structured as distinct “classes,” including a variety of crafts could also give the game a nice amount of replayability.

8

A Wizard Of Earthsea

The Windwaker, But You’re A Wizard

Ursula Le Guin's map of her fantasy setting Earthsea.

Author

Ursula K. Le Guin

Year

1968

A Wizard of Earthsea is indisputably iconic—a landmark coming-of-age story in the fantasy genre. Set in Le Guin’s beautifully imagined world of Earthsea, this setting offers splendid opportunities for sailing adventure in the vein of The Legend of Zelda: The Wind Waker.

Getting an Earthsea game right could be tricky. Le Guin’s fiction is plenty adventurous, but it’s rarely violent. Certainly, a game where the player heavily engages in violence would be a grievous wrong to her artistic ethos. Since her stories focus on nonviolent, interpersonal, or even mystical resolutions to conflict, any game based upon her work should do the same.

This isn’t impossible! It would require a careful hand. The success of more peaceful RPGs (like Stardew Valley and other “life sim” RPGs) demonstrates that there is plenty of space for RPGs which de-emphasize violence in the market.

7

Martin The Warrior

One Mouse’s Quest For Revenge

The cover of Martin the Warrior, from the fantasy series Redwall by Brian Jacques.

Author

Brian Jacques

Year

1993

Harry Potter may be the typical Millennial’s “childhood book series,” but for me, it’ll always be Brian Jacques’s Redwall novels. His heroic stories of mice, moles, otters, and other goodbeasts fighting to restore peace make for classic adventure tales.

Many books in the series could make a solid RPG. To my mind, Martin the Warrior stands out because the central narrative is Martin’s episodic quest. Seeking allies to defeat the tyrant Badrang, Martin embarks upon numerous adventures before finally returning to overthrow the villainous stoat.

In addition to playing through Martin’s various adventures—and perhaps discovering alternate outcomes—Martin the Warrior would also make an excellent RPG because of its memorable ending. Without spoilers (even if the book is over 30 years old…), the climax is a thrilling fight sequence. Yet it’s also quite tragic, in ways which make the rest of the story poignant.

6

The Illearth War

A Tragic Drama Of Good And Evil

Cover art from the limited edition of Stephen Donaldson's The Illearth War, book 2 of The Chronicles of Thomas Covenant.

Author

Stephen R. Donaldson

Year

1978

Donaldson’s Thomas Covenant stands among the most controversial (and unlikable) protagonists in fantasy. A true anti-hero, Covenant commits awful deeds, consistently refuses the Call to Adventure, and is just a whinging pain. Entering the magical Land, Covenant is cured of his leprosy, yet remains unwilling to embrace this good fortune.

Despite all of Covenant’s grousing, the Chronicles of Thomas Covenant are engrossing and beautiful. The first trilogy’s second volume, The Illearth War, is best positioned for an RPG adaptation because it’s a sweeping epic which spans the whole Land. It has less of Covenant’s misery than the first book, but the conflict with Lord Foul isn’t so dire as the third.

This possibility of hope is what makes The Illearth War so compelling. To my mind, a book about the terrible decisions people make in war is perfect material for an RPG. A branching story between heartwrenching choices, seeking survival and redemption, seems the perfect narrative material for an epic fantasy game.

5

The Dresden Files Series

Investigating Supernatural Mysteries

The cover of Fool Moon by Jim Butcher from the limited edition of the Dresden Files published by Grim Oak Press.

Author

Jim Butcher

Years

2000–Present

Much more “down to Earth,” we find Jim Butcher’s Dresden Files. Focused on the eponymous hero, this urban fantasy series blends noir aesthetic and story structure with the fantastic. No single book stands out as best suited for an RPG—or rather, many books in the series would work well. The swift action and engaging mysteries of these detective stories, however, are excellent fodder.

I can see a Dresden game working well in the vein of Disco Elysium (Though probably less depressing!). A core gameplay loop of investigation, conflict, and discovery would combine well with Dresden’s sarcastic internal commentary. Essentially, just put the books’ formula onto the screen!

Such a game would likely be distinctive within the current fantasy genre, too. Urban fantasy still has some popularity, but I don’t consider it a strong “fad” anymore. With the prevalence of medieval fantasy aesthetics in the genre, a fantasy noir RPG could be a breath of fresh air.

4

The Gods Of Pegana

Inventive And Imaginative Pantheon

Art from Lord Dunsany's The Gods of Pegana.

Author

Lord Dunsany

Year

1905

The oldest entry on our list is almost the most unusual. Lord Dunsany’s early fantasy work The Gods of Pegana is a strange and imaginative book about a pantheon of invented deities. Entities like Yoharneth-Lahai—the God of Little Dreams and Fancies—have names which later echo down fantasy’s corridors through the works of Lovecraft and other 20s and 30s fantasists, into the genre’s modern flourishing.

The Gods of Pegana is more akin to an inventive Bible than a “narrative.” It’s splendidly fertile ground for an RPG, though, because of how fluidly the material can be interpreted. The background lore of The Elder Scrolls is bewildering and deep, and is one of the most distinct features of the franchise. I suggest that an RPG could draw upon The Gods of Pegana to similar effect.

Building a world around Lord Dunsany’s writing offers designers a robust foundation for an RPG’s world. Yet Dunsany’s works on Pegana are intentionally allusive, not definitive. There’s plenty of space to create something atop those foundations—a wonderful blend of old and new.

3

The Name Of The Wind

World Teeming With Magic And Mystery

Kvothe from The Name of the Wind, by Patrick Rothfuss.

Author

Patrick Rothfuss

Year

2007

The Winds of Winter likely tops most fantasy nerds’ “Books I hope will get released” list. For me, though, it’s Rothfuss’s next novel, The Doors of Stone. Instead of pondering when we’ll get this overdue volume, let’s speculate how good an RPG set in Temerant could be.

Most books take either “magic is fantasy physics” or “magic is strange and unknowable” as their premise. Not The Kingkiller Chronicle—Rothfuss’ work double-dips. It’s the prior which I suspect would best fit an RPG. But the more mysterious aspects of magic are perhaps the most compelling.

Of all the settings on this list, Temerant might be the most mysterious. Few games successfully evoke a sense of ephemeral wonder—for example, Elden Ring—but the material is certainly available in Rothfuss’ work. Exploring Tarbean, getting thrown out of the University, and burning down Trebon again (just for the hell of it this time) offers an immersive, adventurous frame within which to explore the more mysterious elements of Temerant.

2

The Alloy Of Law

A Modern Master’s Metals Of Magic

The cover art for The Alloy of Law by Brandon Sanderson, in Era 2 of the Mistborn series.

Author

Brandon Sanderson

Year

2011

Sanderson is a giant in fantasy—whether or not you read his work, pretty much everyone knows it. So let’s skip over the summary and move right to the main topic.

Why Alloy of Law instead of Mistborn?

In my opinion, the best RPG adaptations remain true to a book, but also explore material beyond what the book covers. By the end of Hero of Ages, we know the Final Empire very well. In contrast, the Wax & Wayne novels have plenty of “known unknowns” to draw upon.

The most obvious, of course, is the Roughs. A classic “old West” frontier, the Roughs are vital to the narrative—but they’re all backstory, not main events. An RPG set after Wax’s return to Elendel offers a wide expanse for ruffians, villains, and heroes with dirty boots. Basically, Red Dead Redemption with a hearty helping of steampunk and Sanderson’s allomancy.

1

The Worm Ouroboros

A Strange And Distinct Adventure

A map of Impland in E.R. Eddison's The Worm Ouroboros.

Author

E. R. Eddison

Year

1922

I’ve never read a work quite like 1922’s The Worm Ouroboros. It’s a swashbuckling adventure as the Lords of Demonland attempt to foil the plots of King Gorice XII. of Witchland. From conjuring an eldritch horror, to climbing the towering Koshtra Pivrarcha while being chased by mantichores, to one of the most interesting (and most well-fitting) endings in literature, The Worm Ouroboros is a splendid story.

What makes The Worm Ouroboros most distinct, though, is its lush, over-wrought prose. Have a taste.

His eyes were like the violet levin-brand, and all his body hardened like a bowstring drawn as he grasped his sharp sword and pulled it forth grating and singing from its sheath. … “What stirreth?” [Brandoch Daha] cried. “Thou look’st ghastly. That look thou hadst when … the fate of Demonland and all the world beside hung in thine hand for wail or bliss.”

In what game do characters talk like this? Better yet, how many modern RPG protagonists are so boldly active? In a landscape of snarky dialogue and persistently “quirky” characters, Eddison’s archetypal characters would be striking. Quite difficult to adapt, I’ll admit, but The Worm Ouroboros could inspire an RPG like nothing else.

Best of all? The Worm Ouroboros is in the public domain. Get on it, indies!

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