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Roll for Adventure

"A must read for any librarians and teachers wishing to deliver tabletop role-playing games."

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LoveReading4Kids Says

LoveReading4Kids Says

With this brilliant guide to delivering tabletop role-playing games (TTRPG) in educational settings, readers will develop the confidence and knowledge to become expert Game Masters.

A companion to Maxwell’s Let's Roll, which helped readers develop the basic knowledge and understanding to establish TTRPG activities, Roll for Adventure moves beyond the basics. With a comprehensive TTRPG glossary, endless tips for creating safe and fun sessions, and 5 ready to roll adventures, this book is an essential guide for all first-time Games Master.

Maxwell confidently merges his wide knowledge of TTRPG with his decades of experience in UK schools, meaning the advice and suggestions given are implementable and realistic in a school setting. His enthusiasm for empowering and connecting with young people shines through, slowly building an excitement in the reader at the prospect of replicating his success. Whilst his clear writing tome is accessible and informative, without being condescending or bogged down in technical details.

Anybody interested in introducing TTRPG to their library or classroom can’t go wrong with Maxwell as their guide.

Amy McKay
Reviewed by Amy McKay
Amy is a knowledgeable, innovative and enthusiastic school librarian, living and working in Cumbria.  Amy is a past UK School Librarian of the Year.
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About Roll for Adventure

In this highly-anticipated sequel to Let's Roll, Maxwell takes a closer look into the game of Dungeons & Dragons. It will enable readers to start their adventures with confidence and fun, acting as a guide for aspiring Dungeon Masters. Focusing on 'Plug & Play' D&D sessions, this book includes

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