Game masters in TTRPGs are constantly challenged with the daunting task of bringing entire worlds to life. Like overworked demiurges, we squeeze every last drop of creativity from our brains to keep players fully immersed in the game, whether that’s a classic Dungeons & Dragons adventure, a chilling Call of Cthulhu mystery, or something weirder, like a DuckTales-inspired apocalyptic RPG with doom metal tinges.
This titanic effort is fueled by our inspirations, chief among them the many books that (I hope!) constitute every good GM’s bread and butter. One indie RPG takes that well of inspiration and turns it into the main resource of the game itself. Thieves of the Tome, created by George Philbrick and published by First Pancake Studios, is all about books. The titular tomes are real-world books brought to the session by each player, and they are used to create the characters, define their abilities, and also establish the setting of the adventure. So, if you ever thought that Anna Karenina could be the perfect scenario for a chaotic fantasy heist story, this is the game for you.
Thieves of the Tome immediately stands out thanks to psychedelic visuals from artist Tom Lowell, which feel like they’ve been ripped from an acid-soaked underground music zine from the ‘90s. Thankfully, the layout remains surprisingly readable. Unlike games that use overwhelming graphics as the main attraction, Thieves of the Tome uses its presentation to reinforce the chaotic energy of the experience itself.
Like most indie TTRPGs, Thieves of the Tome thrives on the simplicity of its rules. However, while the mechanics at play might be lean and mean, the game’s unique approach adds a layer of depth rarely found in similar products. Each Thieves of the Tome game requires no preparation from the GM or the players. The only thing each participant has to do is to pick a book of any kind — from novels to travel guides — and bring it to the table. The sole requirement is for the book to have at least seven chapters. This is where the fun begins.
The players embody thieves who have stolen magical tomes (the books they have brought to the game) from the Library of Na’zar, the great scribe who wrote the universe into being. Each book contains seven spells, created by the players at the start of the session by writing down the title of the first seven chapters of their book (or, if they lack a title, the first sentence in the chapter), which will be the spell names. Then, the player describes the effects of each spell, with no restrictions other than the fact that each spell must relate to its name. Finally, the player selects a “choice,” which determines what the spell can target.
The game’s example of this process is The Shining and its first chapter, “Job Interview.” A suggested spell description is as follows: “Job Interview. Choose a person. The chosen person realizes they forgot about a job interview that starts in 10 minutes! They leave immediately to rush to the interview.”


