Designed as a resource for those new to working with youth, those new to running tabletop-roleplaying games, and those already running a long-standing youth campaign, this guide contains insights from years playing games with youth 12-24, working at youth-facing restorative-justice and LGBTQ+ organizations, and, of course, playing tabletop-roleplaying games of all sort.
Included in this book are guides for particular age groups (elementary, middle-school, high-school, and college-aged), recommendations for one-shots and campaigns, systems, tools, and other resources for both in-person and virtual play, and a compendium of original prompts, story threads, and NPCs (Non-Player Characters).