New Series New Bundles! Pirates, Witches, Middle Ages! System-agnostic reference books to help you with worldbuilding details, adventure design, and character development!
History, especially Medieval history, informs many tabletop roleplaying game settings. This series looks at the events and cultural shifts that led to the period we know as the Middle Ages. A great system-agnostic sourcebook for use with worldbuilding, adventure design, or character development! Buy the bundle and get all 3 volumes for 50% off!
An encyclopedic directory of historical pirates! Entries range from a few lines to several pages! Includes a selection of pirates from China, India, and Africa. A great resource for worldbuilding details, supporting character names, and even adventure ideas! Buy the bundle and get all 4 volumes for 50% off!
The first book in the Witchcraft Reference Series is about Matthew Hopkins, the notorious Witchfinder General. Contains a modern translation of his book, A Discovery of Witches, along with a biography of the man and the tragic things he did. A system-agnostic sourcebook for historical horror or fantasy campaigns featuring witches!
New Series New Bundles!
We have more reference books planned for these series, so stay tuned. But don’t worry! After we’ve moved into our new studio space we’ll have more new sourcebooks for DoubleZero and Hippogryph! There are more big surprises planned before the end of 2021! Woohoo!
About Dancing Lights Press
Dancing Lights Press is a lo-fi publishing studio founded and operated by Berin Kinsman. One of the earliest RPG bloggers, Berin has been playing tabletop roleplaying games since 1979 and writing for the industry since 1992. Since founding the company in 2016, he has published over 100 bestselling titles. You can find Dancing Lights Press online at DancingLightsPress.com, and on Twitter as @LightsPress.
About Lo-Fi Publishing
Dancing Lights Press champions the lo-fi approach to publishing. Utility of content takes precedence over ostentatious production value. Text is clear and concise. Graphic elements exist only to enhance the text. Books are compact, sturdy, and portable. This aesthetic creates toolkits that are useful and affordable. The game isn’t the book; it’s the creativity and collaboration that happens around the tabletop.