I played my first tabletop role-playing game (TTRPG) ever at my first-ever writing retreat in Virginia City in May. This month’s guest convinced me to give one a try on our Saturday evening in the cozy, haunted St. Mary’s Art Center, along with my friend and retreat roomie (and last month’s guest) Dee Beardsley. Jade authored the riveting Cthulhu mythos-based story and was an excellent teacher.
We started after dinner in the sitting room on the first floor, before taking a break for movie night in the theater on the 4th floor. Then, we retreated to the airy second-floor veranda, with its low lighting and the stars twinkling over Virginia City, which had us resorting to our phone flashlights to roll the dice and read the scenes. That only made the experience delightfully more gothic. And wow, was it ever the most complex, imaginative, and compelling way to immerse oneself in a story! I was Mr. Wabash, through and through, living in 1890s Chicago, discovering magic, and making some scary decisions. I would truly love to roleplay again, if I ever get a chance.
Join me for a chat with Jade today to discover what you’ve always wanted to know about TTRPGs and the stories and writers behind them, as Jade shares insights into the life of a TTRPG author.
Let’s Meet the Author
Though her usual genre is sci-fi and fantasy, discovering the tabletop roleplaying game Call of Cthulhu lit Jade Griffin’s imagination down a darker path of Lovecraftian horror. She has published six adventures so far in a series of Call of Cthulhu TTRPGs, starting with Taken For Granite on DriveThruRPG, and the collected campaign Embraced Fate: Amor Fati 1-4 is her newest TTRPG publication.

Her debut into horror novels began with The Journals of Lacy Anderson Moore: Monster Hunter of the 1800s (Amazon Kindle), with more novels on the horizon.
The most recent, Mr. Smith Who Works The Front Desk, is another companion novel to her Call of Cthulhu TTRPG series, which are therefore both player handouts and minor mythos tomes.


Jade Griffin lives in the high desert of northern Nevada with her family and an array of pets from several Phylum of Animalia.
Let’s Get Started
Thank you so much for visiting my Guest Spotlight, Jade. While I thoroughly enjoyed your introduction to TTRPGs, as mentioned above, I am woefully ignorant of the basic elements, having sadly missed out on this fantasy world-building craze in all its manifestations. So, to help ground us in the genre, what are the basic elements and objectives of a TTRPG from a player’s perspective? Are there other or different goals from a writer’s perspective?
JG: Very glad to answer! First, no matter if you play Call of Cthulhu or Dungeons & Dragons, or Star Wars, or any of the other tabletop roleplaying games (TTRPGs), they are all driven by the same factors: dice, character sheet, theater of the mind, and a group of friendly people. Dice have been around for millennia and are key to the random generation of events and results at the table, which are also affected by the skills and traits on an individual’s character sheet. These, combined with theater of the mind, where the person running the game describes the situation, scene, and all non-player characters (characters controlled by the person running the game and not the players). Keep in mind that a table and the group of people that you are with could be in person or even a virtual tabletop (VTT). I have run and played both ways. The connection is still there with a VTT, connecting with people from anywhere in the world, but the more intimate nature of sitting at a physical table surrounded by other people with a similar or the same goal–to go through a story together and make it your own–is immensely satisfying from my perspective as a writer. I am, first and foremost, a writer and not a gamer.
DLL: Fascinating, Jade! ‘Theater of the mind’ really captured the essence for me, and why it’s so fun to own the story and character. I went and looked up the history of dice. I’m not sure why I haven’t considered their enduring history before.
We caught a glimpse of your writing journey in your bio, but could you share more about how you became a writer and what led you to where you are today? Who or what was your biggest inspiration along the way?
JG: My biggest inspiration continues to be life and everything in it. A color, a smell, a sound… I am constantly reminded of my characters, and this puts a smile to my lips and prods me to make even more scenes and characters to delight myself and others. Initial inspiration came from reading Anne McCaffrey’s ‘Dragonriders of Pern’ series. I also enjoyed the autobiographies of Zitkala-Sa, Benjamin Franklin, and Frederick Douglass, the Little Fuzzy series by H. Beam Piper, the Quintaglio series by Robert J. Sawyer, and the classic ‘Frankenstein.’ For someone like me with a huge imagination, they all get catalogued in my brain warehouse and continue to inspire. As for how I became a writer, I would write little poems, then fan fiction, and finally original stories. The dialogue was always there, audible to me, and I crafted scenes and settings around what I hear and see my characters doing. It is such fun!
DLL: You made me smile, too. I can easily see your method in your sensory writing. And what great recs! I read ‘Dragonriders’ years ago. I might need to revisit it. I also love ‘Frankenstein,’ the story behind its creator, Mary Shelley, and all its media adaptations, including a movie I watch often, ‘I Frankenstein,” which features other fantasy themes I enjoy like Gargoyles vs. Demons. And of course, there’s the iconic satirical and hilarious version, my favorite Mel Brooks film, ‘Young Frankenstein.’ I went on a bit of a tangent, but the remarkable themes in Shelley’s brilliant horror story resonate in so many ways.
Did you play other TTRPGs before Call of Cthulhu? What interests you most about the gaming aspect, generally? What interests you about the Lovecraftian mythos?
JG: My goodness, yes. I never roleplayed in any system before meeting my husband. Divorced now, but he was a full-on gamer of everything and anything, so I did quite a bit of boardgames, card games, console and computer games, and of course TTRPGs. It was my greatest joy amongst the games, because any playthrough stays with me forever, just like crafting a story, whereas boardgames always reset and start over. I like things that stay. As for others, I have played: White Wolf, Star Wars, The Strange, Dungeons & Dragons (1st, 2nd, 4th, and 5th Editions), and so many more. Why do I tabletop roleplay? As stated, the stories stay with me. They continue. Then I write novels based on stories not played through. Everything’s gloriously connected, and I love it. And I greatly prefer the Lovecraftian mythos and Call of Cthulhu over any other TTRPGs for the sole reason that you are playing a normal person. Not a hero, not a chosen one, just a person trying not to go insane but driven by the need to know or solve a mystery or even get revenge sometimes. It is fantastically human with the situations and consequences players find their characters in.
DLL: This is really helpful to me as a non-gamer, and now I understand the appeal I felt, thanks to the Lovecraft legacy and his Cosmic Indifferentism theme, which really came through in your story.
It seems to me that writing for TTRPGs with an established mythos and fan base would present its own unique challenges as well as benefits. Can you share what you’ve found to be the case?
JG: I find writing for Call of Cthulhu to be so much easier than other systems. You are dealing with the real world and not needing to know every rule of someone else’s fantasy world. I typically write in the 1920s and have been having loads of fun researching the era. I love to put as much history as I can into my works, to bring that world alive! As for already writing in an established mythos and fan base, the benefit is that you have fans craving more. The challenge is finding out if you need to create your own creatures and villains to tantalize them, or if it is in the public domain to use creatures already established. I love that there is a large Discord community of fellow creators, consumers, and even employees of the company that owns the rights to Call of Cthulhu, and they all welcome new creators, creations, and provide feedback.
DLL: I can see the appeal of the setting! And that’s exactly what I expected the community to feel like. Very fun.
Fantasy writers are often accused of loving the journey through their created worlds so much that they don’t want to leave them, which is why fantasy novels tend to be lengthy and often become series. Fortunately, readers also enjoy this aspect. It seems that writing for TTRPGs offers an author multiple ways to expand their worlds within the established mythos, including role-playing. Can you elaborate on that idea?
JG: Interesting question. Some have even asked me why I serialize my games if they are considered one-shots–a one-and-done where a group comes and plays that particular game once. There is no continuation for them… Except that I write with the endgame in mind, and it has always been a campaign–a lengthy story that you can do in sections. Don’t have time to play a whole campaign? No problem. The adventures I write are in small chunks, so you can just buy one; however, my goal is to tantalize the players to ask for more, and I feel successful in that regard, as it keeps happening at my own table! I have run games online and at local conventions for over three years now, and for many friendly strangers, and at least half end up asking, “What happens next?” Such a great feeling! It isn’t for everyone, however. Many TTRPG writers just do one and then move on to the next story they are inspired to do, but for me, everything – and I mean everything I write – eventually is connected together ;)
Along with your fascinating response above, how would you compare the experience of writing a novel or a single short story with creating a TTRPG?
JG: Excellent question, as there are similarities and differences. A novel is a set path, a set story. In a TTRPG, many things can happen that change the outcome of the game. Some characters even die. I try to write in contingencies for the most likely happenings and tell the person running the game that sometimes things happen, so make sure the play-through is fun and you can never go wrong – even if that means changing aspects of a story, altering a die roll, or simply saying a thing is so. The person running the game is a storyteller, referee, and observer all in one go. With a novel, though, you are judge, jury, and often executioner–of not just ideas but of your characters. I write what is there. My characters have lives. I am their scribe. Those paths are set when they go to print, and there is no deviation from their main timeline. Some deviations happen during gameplay because you can encounter the same characters you’ve read about in the novel, or you will read about a character you have just played with in a game. It was both a challenge and an experiment to see if I could write the same scene for a game as well as a novel. In my third and final novel in the series, titled “The Death of Lacy Moore: Monster Hunter of the 1900s”, this turned out to be the climactic scene. It is also the climax in my 4th TTRPG adventure, “Amor Fati 4: Ebon Roots”. They are the same scene, but I wrote them with certain fixed points in mind, points that could not be shifted in the game. I think I succeeded in my experiment and ended up with a very engaging and shocking conclusion.
DLL: Again, this is fascinating! And choosing a path by rolling the dice is exactly why playing the game was so compelling to me as a newbie, even as I felt a sense of awe over the complexity.
Both your passion for writing your stories and playing the game was evident in Virginia City, but which excites you more: playing or creating? I know you mentioned it above, but I would love more. Would you consider yourself a writer first, a player second?
JG: Always a writer first. Always. I play to experience the creation and revelation process as it happens in a TTRPG environment.






I’ve interviewed fantasy authors who heavily draw from their past world-building experiences in TTRPGs, and I envy them for that valuable skill. How much does playing the game influence your story creation? Build those world-building muscles? Do you think up new characters, stories, or scenarios even while you’re playing?
JG: For me, they play off of each other, and fuel each other, honing and sharpening the skill of world-building due to the sounding board of feedback from players, and of their own concepts brought into play. For example, one player randomly asked, in character, “I wanna go see the Ada K. Damon.” They were in Ipswich, Massachusetts, but I had no idea what she was talking about. I told her the storm was too bad so she could go another day. She accepted that reason and gave me time to look it up. Turns out it is a shipwreck that I happily integrated into a huge plot twist, which changed the whole course of that particular adventure and therefore the story. And, yes, I also get ideas from a thing spoken, a sound heard, a mispronunciation, or a mistype. Inspiration is everywhere, and my smile just lingers.
DLL: What a great story, and I caught that very smile at the retreat. This just expands on my love of writing and the many places we find inspiration.
As we delightfully wandered through your latest story in draft form, you were able to address those few spots where something was missing as it came up, making notes in that huge binder packed with vivid, dark fantasy scenes, which suggested that this step (playing your draft story) is an important part of your process. Is that the case?
JG: Yes. And thanks again for being a part of that. Playtesting a game is important, but what you helped me with is one of several steps of THAT particular type of game. See, it is a playable Choose-Your-Own-Adventure-style TTRPG called a solo adventure. I need many, many playtests to iron out anything that doesn’t fit.
It is so hard to see what doesn’t work without a lot of playtesting and people trying different avenues in each playthrough. Even now, after 20 or so playtests, I still feel I need to do some more before it can go to print, even though I have published it digitally.

DLL: Wow! 20 playtests. That’s a lot of editing in the writing world. But I can totally see how that process needs to play out, while also being totally fun.
Which takes up more of your time, playing or writing? I imagine it’s a challenge not to let one consume the other. What organizational tips and techniques can you share about how you achieve your publication goals while running games and honing your player skills? How do you balance the world of TTRPG with everyday life?
JG: Writing! But also in “writing” is creating the story, characters, how they get in and out of dilemmas, the actual physical writing, and of course, marketing/publicity! I put all of my goals in my scope for each month/each year and refine it as I go. I also track any writing accomplishments in a Word document for easy reference and have a folder on my computer for photos. I also keep any bios I have typed up, printed out, or sent off, like for this interview, for easy access. I am definitely a planner and keep notes both in hardcopy and digitally in the file associated with the story or game they pertain to. As for how I balance? My creative space is my computer and the table where I game. My computer is not in an office where I can close the door and be alone. I share the space with my kids. I play instrumental music to drown them out or write/create/revise while they sleep.

DLL: Excellent! Thank you.
And speaking of organization, the layered complexity in your game staggered the imagination. You not only create a compelling mystery with numerous scenarios for each roll of the dice and player decision, but you basically have to deconstruct the story and assemble it like a giant jigsaw puzzle. Can you share more about your process and the challenges of assembling such huge projects?
JG: Yes, that was exactly it! I wanted to write a solo adventure and had to think up how. Yes, there are some tutorials out there, but really doing it, there are several ways to get started, and no good way to organize it the way my brain works, except to write it and go down each path as I write. The challenge was keeping track of them all, both in my head and on paper. It took 5 months to write a playable draft, as opposed to 1-2 months for a normal adventure. The sequel is taking even longer. I know there is something missing when I sit down to write it. There are little bits, little nuggets of awesome, and I am not finding them yet. Makes writing it difficult.
DLL: You write fast. I wish I could write at that pace. Based on all the techniques you’ve discussed, your nuggets of awesome will come. 😄
What would you say are the top skills needed to get the job done, to make a story a game, and a game a story?
JG: A very organized mind rife with creativity. I describe myself as a creative firestorm and have not met someone like myself before: bubbling with creative energy, bursting with fiery, excited bits of joy when I speak of my work. Secondly, you MUST be able to set a goal and achieve it. Do not look at roadblocks and setbacks. Those are mere challenges. These are self-imposed deadlines, but I imposed them to meet them, not to have them beat me. Third, you are your biggest champion and your loudest cheerleader for your work. You must be this. People must see your excitement. If you are not happy with it, why should they be? Fourth, develop the skill. Take part as a player, then purchase a game and read through it, and run your own. You can’t write what you have no experience playing. There are some rules for how a game is set up, its flow, and how stats and character sheets are set up. There are necessities and there are accessories, just like in writing a novel or short story. And if you want to do both, you must be inspired. Either driven by the book or, preferably, driven by the game, they fuel one another like nothing I have ever heard of.
DLL: So much great stuff, and I definitely caught that bubbly, energetic excitement at the retreat, which is why I was so happy to have you visit my Spotlight and explore it further.
What advice can you share about getting started in the TTRPG world as a writer and publisher of those games?
JG: Start with Storytelling Collective and their Write Your First Adventure workshop. They also tackle subjects and genres of novels and short stories. Highly recommend them. That is where I got my start. There is also a huge presence on Discord. That is where I find my playtesters and my beta readers/critiquers. Go find them.
DLL: Excellent again! Thank you.
You’ve published many stories with more on the way. Can you share a sneak peek of what’s coming and the best way to find you and your works?

JG: Absolutely! First, a cover reveal of the 5th adventure in the Amor Fati series, which I just published. And following is my social media info to see my progress, and where I will post sneak peeks as well as snippets of writing that I am working on.
- Facebook: https://www.facebook.com/JadeGriffinAuthor
- Discord: jadegriffin, (Jade Griffin #7332)
- Bluesky: https://bsky.app/profile/jadegriffinauthor.bsky.social
- Email: jadegriffinauthor@gmail.com
- Website: http://jadegriffinauthor.com
Upcoming Appearances:
- 9/20-9/21 – Kaboom-Con in Carson City, Nevada
- 10/13-10/16 – BLFC (Biggest Little Furry Con) in Reno, Nevada – running my various games
- 10/17-10/19 – Miskatonic Repository Con (online Discord convention, running my games)
- 11/1-11/2 – SNAFUCon in Reno – running my various games
- 11-8, 15, 22, and 29 (every Saturday in November) – Kobold’s Keep in Reno – running my games in person

Jade’s DriveThruRPG published stories with affiliate links.







DLL: Excellent, and on the topic of sneak peeks, I would love it if you could share a snippet of a favorite scene featuring one of those harrowing decisions a character must make.
JG: Sometimes it is hard to pick! I am in the middle of a short story horror adventure anthology featuring all of my own characters from the TTRPG series Amor Fati. I just published ‘Amor Fati 5: Hound of Fate.’ I started the sequel to the solo adventure. I started ‘Amor Fati 6: Lone Stars & Pinewood Boxes.’ Here are some bits from several of the anthology stories:
“Happen Stance” (“Touch Of Paisley” anthology)
Summer 1841
With dark of night above, cold ground beneath, and agony in between, Mr. Arthur Arctus Paisley did not ask if Death were coming for him; but instead fiercely wished for an answer on when. Death was well-deserved at the point he found himself, tossed and discarded in a barren landscape, broken and bleeding. He deserved to die. He wanted to die. Why did Death refuse to claim him?
“Origin of Mr. Doud” (“Touch Of Paisley” anthology)
1903
He could run faster than anyone in school and had proven it in track time and again.
That didn’t matter to the nightmare creature effortlessly gliding after him.
“Mr. Midsommer Meets His Match” (“Touch Of Paisley” anthology)
Merely fear, or the start right before the rush of the chase, and nothing more. Harold Midsommer had never experienced actual precognition, nor any validation that an impulse or feeling led to a better outcome for himself. He ignored the odd yet insistent apprehension and signaled Agent Foster to his left and Agent Dane to his right. He entered the abandoned building through the front door, easing it open slowly lest the rusty hinges give way and the door crash to the ground, alerting the creatures inside that their pursuers were closing in.
“Possessing A Sound Mind” (“Touch Of Paisley” anthology)
Nothingness. Familiar, in a way. So familiar, in fact, that he could function within it. Most could not, or so he assumed. A nexus in which his demiconsciousness resided, not unlike what he dwelled in as a captive for decade after decade after decade after…
Nothingness. Focus. Yes. This was different. This state of being contained an absence of feeling anything emotional as well as physical. Grasping that pinpoint of awareness, so elusive…
Nothingness.
Focus! Yes. I am Mr. Smith. I am…
Nothingness.
It is empty and full but I am Mr. Smith.
“The Bowers Ring” (“Touch Of Paisley” anthology)
“Christine, I believe you’ve taken some sort of issue with me and I’d like to know what it is. Feel free to speak candidly without reproach.”
The young female relative gave a little sigh, set the book down, faced her grand-aunt, and said, “The reason is simple: You are a liar.”
Blunt, unexpected, but Virginia did not have feathers to ruffle. She herself was all scales and saw much of her own calculating coolness in the girl.Easing onto the bed, she regarded her grand-niece with a clever smile. “What specifically do you believe you’ve been lied to about?”
Christine scowled, as if Virginia should already know the answer and it angered her to point out the facts. “Not counting the lie you just told about our family history, I overheard you talking with my dad last year, telling him where you’d been and what you’d done. All that stuff about magic and old gods and monsters. It’s all lies.”
“Origin of Mr. Grummond” (“Touch Of Paisley” anthology)
Is wonderful to sit at little café table in Autumn and drink delicious, hot coffee from tiny porcelain cup, to relax and survey all people so busy in coming and going, but is much more enjoyable to sit across from man in nice suit and let him watch me prepare tools to extract information from him. Perhaps he will tell me why I am told to assassinate him. Perhaps not. Cannot yet tell. Either way, drink coffee and read people, or clean tools and read one man, is enjoyable afternoon for me.
And here is a look at the premise for my newest TTRPG, “Amor Fati 5: Hound Of Fate” – Investigators are invited to sniff out answers to a pack of questions at the philanthropic Paisley Foundation and are allowed the full run of the building – with a few caveats surrounding Mr. Smith, the organization’s mysterious front desk man. Their curiosity has them chasing more than their own tales, interrupted by the arrival of an otherworldly predator hunting Mr. Smith.
And the premise for my upcoming TTRPG, “Amor Fati 6: Lone Stars & Pinewood Boxes” – On the eve of the new year, December 31, 1922, investigators are sent to Fort Worth, TX seeking the occult knowledge of an elusive carpenter when stars align not only for an alcohol-fueled family reunion but the arrival of a terrible creature which leaves destruction in its wake.
DLL: Absolutely awesome!! I so enjoyed reading these. Thank you so much. And thanks again, Jade, for chatting with me. Do you have any parting advice for those who would love to try their hand at writing stories for a TTRPG?
JG: Again, start with Storytelling Collective. It is where I got my start. Sign up for one of their Write Your First Adventure workshops, but they also have workshops, etc., for creative writing, short stories, flash fiction, romance novels, fantasy novels, poetry, and more. They are self-paced for some categories and a month long for others, and are geared toward getting you motivated, staying motivated, hitting attainable goals, and cheering you past your expectations. Some have contests or the end result to give you a place to submit your work. Others, like Short Story September, happening now, usually end up in an anthology. Short Story September is free. No need to pay for anything to get published, either. Just buy the book when it comes out!
DLL: Ooh, I will definitely sign up for Short Story September next year. What a great resource. I also registered for WorldAnvil, a platform to help authors build their worlds. All the best to you, Jade.
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