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Home RPG Tools Game Master’s Compendium of Explosive Creation
Game Master's Compendium of Explosive Creation

Game Master’s Compendium of Explosive Creation

The Game Master’s Compendium of Explosive Creation is a creative toolbox / idea generator for tabletop RPG GMs, published digitally and in print via DriveThruRPG. The product was originally launched via a Kickstarter campaign in late 2023. Its purpose is to break GMs out of “creative block” by offering randomized tables, prompts, and frameworks to spark character, world, and adventure ideas.

From the sample PDF and product listing, the book is credited as “Written and Designed by Ryan Doyle, edited by Stacy Nicole, with additional layout, art, and mechanics by supporting creators.” The sample pages show that each table is cleanly laid out, with notes, iconography, and cross-references.

Because it is explicitly system-agnostic (or minimally system-referenced), the Compendium is intended to be usable with D&D, Pathfinder, Savage Worlds, Fate, or any game where the GM wants some creative spark. The product page encourages GMs stuck in a rut or needing side quests, NPC ideas, world lore, treasure ideas, or dramatic complications to consult these tables.


🛠 What’s Inside — Tools & Content

Looking at the sample and description, here are key features:

  • Hundreds of tables — assorted random prompts for NPC motivations, item quirks, locations, rumors, legendary origins, secret conspiracies, weather phenomena, twist generators, etc.
  • Cross-referencing and indexing — the sample shows that tables are cross-referenced; some prompts link to suggestions in other tables to chain ideas.
  • Example seeds and “ignite points” — short paragraphs or snippets to jumpstart scene ideas, or fuse table results into coherent mini-plots.
  • Supporting layout & art — the sample has tasteful iconography, decorative motifs, and readable typography, making navigating tables smoother.
  • Blank / GM pages — spaces for GMs to jot modified versions of tables, campaign notes, or derived prompts. (The sample’s margins show room for annotation.)

Because the scope is broad, the compendium doesn’t attempt deep mechanical modules; its value lies in ideation scaffolding rather than fully fleshed adventures.


🎯 How It Functions at the Table

In actual use, the Compendium acts as a “GM spark bank.” You might use it mid-session when players veer off script, or ahead of sessions when you want a fresh twist, side quest, or NPC trait. The chainable prompts (e.g. take table A result, feed into table B) allow clusters of ideas rather than standalones. The cross-references reduce “okay, now where do I go?” friction.

Because the tables are generic rather than linked to a specific system, GMs can adapt them to any rule set easily. A “weird artifact prompt” works whether you’re in D&D 5e or in your OSR favorite — you just translate the result into your game’s mechanical lingo. The Compendium is especially helpful for GMs who prefer improv or react to player decisions, rather than strictly prewritten plots.

One caveat: using random tables effectively requires some GM judgment. If you randomly generate too many elements at once, they may clash, become unwieldy, or feel disjointed. The best use is to seed one or two surprises per session, not to try to rebuild your campaign via pure randomness. But as a fallback, this book provides more than enough to rescue stale tables.


✨ Strengths

  • Idea density & variety — the breadth of tables is impressive. If you ever draw a blank on an NPC’s secret, a weird treasure effect, or a rumor, the compendium likely has something.
  • Readability & design — the layout, cross-links, and clean presentation reduce fatigue from flipping or hunting. The sample pages show that the tables are visually accessible.
  • System neutrality & adaptability — works with almost any RPG system. Because it gives prompts rather than mechanics, it integrates easily.
  • Value tool for rescue plots / side quests — having this compendium gives a GM backup when the players derail everything. Many backups become memorable part of the story.

⚠ Things to Watch / Limitations

  • Prompts not full adventures — these are sparks, not finished modules. You’ll need to craft the connective tissue.
  • Risk of “one too many tables” — letting randomness overrun the narrative can lead to incoherence or scatter. Use with restraint.
  • Surface flavor vs depth — some prompts may feel generic or require adaptation to your campaign’s tone.
  • Not as useful in well-scripted campaigns — if your group runs prewritten, linear modules tightly, you might use fewer of the tables; it’s more helpful for sandbox or semi-open play.

🗡 Final verdict

GM Explosive Creations

The Game Master’s Compendium of Explosive Creation is a well-designed, generous treasury of prompts, sparks, and creative firecrackers — exactly what many GMs reach for in a pinch. It won’t replace your core adventure books or campaign arcs, but it will rescue sessions, inject fresh ideas, and stimulate creativity when your own reserves feel dry.

If you like improvising, weaving on the fly, or giving players surprises, you will find a powerful ally in this book. Keep it bookmarked. Half the fun is turning a random prompt into something your players treasure.

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Categories: RPG ToolsTags: Universal

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