We wrote a book about the part of tabletop RPGs that isn't the game
Roll for Friendship is about the actual hard part of this hobby. Not the rules. The people.
It covers the things that end campaigns and that no rulebook has a chapter for:
The flaky player problem, and how to tell a scheduling issue from an interest issue. The fix for each is completely different, and treating one as the other is how you lose a friend instead of a player.
GM burnout. The warning signs GMs hide, including from themselves, and how a table shares the load before it breaks rather than after.
Switching systems or settings mid-campaign without losing the group in the transition.
The slow fade, where nothing is exactly wrong but the fun is leaking out, and how to diagnose it while it is still fixable.
Every chapter ends with a checklist you can act on this week, because advice you cannot act on is just company.
It is for GMs who love their group and can feel it slipping, players watching a good campaign wobble, and anyone who has typed "are we still on for Saturday?" and gotten silence.
It lives on itch, on the bagquest page, alongside the free session zero sheets.
No generative AI was used in the writing of this book.










