Credits & Legal
Legal Disclaimer
UNOFFICIAL FAN CONTENT This is an unofficial fan-made tabletop RPG supplement and is not affiliated with, endorsed, sponsored, or specifically approved by Nintendo. The Legend of Zelda, Hyrule, Link, Zelda, Ganon, and all related characters, locations, and elements are trademarks and copyrighted materials of Nintendo Co., Ltd. This content is created purely for the love of the series and is intended for non-commercial, educational, and community use only.
Original IP Credits
The Legend of Zelda series is created and owned by Nintendo Co., Ltd.
The Legend of Zelda was created by Shigeru Miyamoto and Takashi Tezuka and first released in 1986. The series has been developed and published by Nintendo across multiple generations of consoles, featuring beloved characters, iconic music, and a rich world of adventure that has inspired countless fans worldwide.
This primer pays homage to the incredible world, characters, and gameplay elements that have made The Legend of Zelda one of the most beloved video game franchises in history.
RPG System Credit
This supplement adapts concepts from the CampFire RPG system, a narrative-focused tabletop roleplaying game system that emphasizes collaborative storytelling and imaginative problem-solving. This adaptation transforms those mechanics into a framework for adventures in the world of Hyrule.
Fan Content
This primer is a fan work created by fans, for fans. It represents our interpretation of how tabletop RPG mechanics might work within the beloved world of Hyrule. We hope it helps create memorable adventures and stories for your gaming group.
For official Legend of Zelda games and merchandise, please visit zelda.nintendo.com or nintendo.com
Download CampFire here
The Legend of Zelda: CampFire RPG Primer
An Adventure Awaits in the Land of Hyrule
Introduction
Welcome to Hyrule, a land of ancient magic, legendary heroes, and eternal cycles between light and darkness. This primer adapts the world of The Legend of Zelda to the CampFire rules system, emphasizing collaborative storytelling, imaginative problem-solving, and the heroic spirit of adventure.
What You Need:
- 5 six-sided dice (5d6)
- Character sheets (CampFire format)
- Pencils and paper
- Your imagination
Core Mechanics (CampFire System)
The Three Traits
CampFire uses three core Traits to define your character’s capabilities:
Body
Physical prowess and health
- Relates to: Combat, athletics, physical challenges, endurance
- Zelda equivalents: Might, Finesse, Heart
Mind
Intellect and perception
- Relates to: Puzzle-solving, knowledge, awareness, ancient lore
- Zelda equivalents: Mind, wisdom, Sheikah technology
Spirit
Willpower and courage
- Relates to: Magic, courage, divine connection, determination
- Zelda equivalents: Spirit, Presence, Courage
Character Creation Summary
- Choose your Race (determines Trait preferences and special abilities)
- Assign Traits: Mark one as Strong, one as Average, one as Weak
- Distribute Ability Ranks:
- Strong Trait: 5 Ranks among its 6 abilities
- Average Trait: 4 Ranks among its 6 abilities
- Weak Trait: 3 Ranks among its 6 abilities
- Total: 12 Ranks across all abilities
- Assign Action Points: 15 (Strong), 10 (Average), 5 (Weak)
- Choose Personality for Sanity
- Write Biography
The Dice Matrix
Roll 5d6 and match to the following outcomes:
| Roll | Result | Description |
|---|---|---|
| 5 of a Kind (first roll) | Impossible | Anything you can imagine happens! The Narrator must make it work. |
| 5 of a Kind (re-roll) | Incredible | Near-impossible success, exceeds all expectations |
| 4 of a Kind | Outrageous | Stunning success, rare and powerful effect |
| Full House | Extraordinary | Exceeds your character’s expectations |
| Straight | Outstanding | Achieves everything you wanted |
| 3 of a Kind | Complex | Most of your wishes are met |
| 2 Pair | Ordinary | Success, but may not fully achieve your goal |
| Pair | Simple | Basic success for easy tasks |
| Snake Eyes (1-1 on first roll) | Catastrophe | Failure with complications; no re-rolls allowed |
| No match (first roll) | Failure (Epiphany) | Action fails, but character learns |
Rerolls: For each Rank in an Ability, you get one additional roll. Spend Action Points (1 per die kept) to retain dice between rolls.
Taking it Simple: Instead of rolling, accept a Simple result (Pair). Good for guaranteed basic success.
Races of Hyrule (CampFire Adaptation)
Each race suggests Trait preferences and grants special narrative abilities.
Hylian
Trait Suggestion: Average Body, Strong Mind, Average Spirit
“Hylian blood flows with the potential for greatness.”
Goron
Trait Suggestion: Strong Body, Weak Mind, Average Spirit
“Born from the mountain, tough as stone.”
Zora
Trait Suggestion: Average Body, Average Mind, Strong Spirit
“One with the waters of Hyrule.”
Sheikah
Trait Suggestion: Weak Body, Strong Mind, Average Spirit
“Guardians of wisdom and shadows.”
Gerudo
Trait Suggestion: Strong Body, Average Mind, Weak Spirit
“Warriors of the desert sands.”
Iconic Zelda Items
Bow & Arrows
Ranged weapon (Aim)
Special arrows (fire, ice, light, bomb) add narrative bonuses
Boomerang
Can hit multiple targets, returns (Aim + Perform)
Hookshot
Grapple objects, pull enemies, traverse gaps (Athletics + Aim)
Bombs
Area damage (Aim + Craft for placement)
Shield
Block attacks (Dodge or Athletics)
Magical shields may add special narrative effects
Lantern
Light source (Survival or Craft)
Ocarina/Music Instrument
Play songs for magical effects (Perform)
Each song is a different magical ability or effect
Sheikah Slate
Ancient technology interface (Lore + Craft)
Access to runes, maps, and information
Bottles
Store potions, fairies, or items
Potions restore Vitality – Fairies auto-revive when Vitality reaches 0
Gloves/Rings
Enhanced strength or magical abilities
Narrative bonuses to specific ability rolls
Consumables
- 🧪 Red Potion: Restore 3-5 Vitality points
- 🧪 Green Potion: Restore mana (if using) or grant +1 to next magical roll
- 🧪 Blue Potion: Restore both Vitality and mana
- ✨ Fairy: Auto-revive when Vitality reaches 0; also grants +1 to a single roll
- 💣 Deku Nuts: Stun nearby enemies (Aim + Deceive)
- 🐟 Fish: Feed to animals, trade for information
Action Points System
Action Points: Resource for improving rolls
- Strong Trait: 15 Action Points
- Average Trait: 10 Action Points
- Weak Trait: 5 Action Points
Uses:
- Spend 1 Action Point to retain 1 die before re-rolling
- Spend 5 Action Points for a “mulligan” (re-roll any non-Ranked Ability once per scene)
- Spend to activate special racial abilities (as specified)
Recovery:
- Regain 1d6 Action Points per Trait after a full rest (8 hours)
- Regain through heroic deeds, completing quests, or narrative moments
Appendix: Quick Reference
Dice Matrix Summary
- 5 of a Kind (first roll) = Impossible
- 5 of a Kind (re-roll) = Incredible
- 4 of a Kind = Outrageous
- Full House = Extraordinary
- Straight = Outstanding
- 3 of a Kind = Complex
- 2 Pair = Ordinary
- Pair = Simple
- Snake Eyes (first roll) = Catastrophe
- No match (first roll) = Failure
Common Rolls
- Combat: Brawl (melee), Aim (ranged), Dodge (avoid)
- Puzzles: Focus (concentration), Wits (quick thinking), Lore (knowledge)
- Exploration: Alert (notice details), Athletics (physical feats), Climb (scaling)
- Social: Deceive (bluff), Intimidate (command), Perform (entertain/inspire)
- Survival: Survival (endure), Heal (restore), Willpower (resist)
Resting
- Short Rest: 1 hour, recover 1d6 Action Points per Trait
- Long Rest: 8 hours, recover full Vitality, all Action Points, remove conditions
Death and Defeat
- At 0 Vitality: Character falls unconscious
- May spend Fate point to survive death
- Fairy in inventory: Auto-revive once
- Three deaths without Fate or Fairy: Character’s story ends
Advancement
- Spirit Orbs: Narrative rewards for completing quests
- Heart Containers: +2 Vitality maximum
- Stamina Vessels: +1 to Athletics or Dodge Rank (or new ability point)
- New Abilities: Gain new Ability Ranks through training or items
Running Zelda in CampFire
What Makes Zelda Special
Zelda games are defined by:
- Exploration: Reward curiosity and thorough searching
- Puzzle-Solving: Mental challenges alongside combat
- Item Progression: New items unlock new possibilities
- Boss Patterns: Learnable, exploitable enemy behaviors
- Atmospheric Storytelling: Environmental narrative and optional lore
CampFire’s Strengths for Zelda
- Flexible Mechanics: Easy to adapt to diverse Zelda situations
- Narrative Focus: Emphasizes story over rules, perfect for Zelda’s adventure feel
- Dice Matrix: Exciting, unpredictable outcomes that create memorable moments
- No Classes: Characters can be as unique as Zelda’s diverse cast
- Cooperative: Players work together, fitting Zelda’s team dynamics
Tips for Success
For Narrators:
- Be descriptive—paint Hyrule vividly
- Say “yes” to creative solutions
- Use failures to advance the story, not end it
- Make exploration rewarding
- Vary challenge types (combat, puzzles, social, exploration)
For Players:
- Embrace your character’s personality
- Think creatively—Zelda rewards unconventional thinking
- Work together—combine abilities for better results
- Don’t fear failure—it’s part of the adventure
- Explore everywhere—secrets are everywhere in Hyrule
For the Narrator: Remember that Zelda is about wonder, discovery, and the triumph of courage over impossible odds. Encourage creativity, reward exploration, and let your players feel like heroes—even when facing overwhelming darkness. Use CampFire’s flexible system to create memorable, story-driven adventures that capture the spirit of Hyrule.
For Players: Embrace the spirit of adventure. Hyrule is full of secrets, puzzles, and legendary items. Work together, think creatively, and never give up. The Dice Matrix may bring unexpected results—embrace them as part of your heroic journey.
