Adventures in Hyrule

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

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

  1. Choose your Race (determines Trait preferences and special abilities)
  2. Assign Traits: Mark one as Strong, one as Average, one as Weak
  3. 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
  4. Assign Action Points: 15 (Strong), 10 (Average), 5 (Weak)
  5. Choose Personality for Sanity
  6. 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

Special Ability: Divine Connection – When attempting actions related to sacred magic, temples, or the royal family, add 1 free Rank to the relevant Ability roll once per scene.

“Hylian blood flows with the potential for greatness.”

Goron

Trait Suggestion: Strong Body, Weak Mind, Average Spirit

Special Ability: Stone Skin – When making Athletics or Climb rolls involving rock or stone, you may spend 1 Action Point to retain one die automatically.

“Born from the mountain, tough as stone.”

Zora

Trait Suggestion: Average Body, Average Mind, Strong Spirit

Special Ability: Water’s Grace – When making Swimming or Athletics rolls in or near water, you may spend 1 Action Point to retain one die automatically.

“One with the waters of Hyrule.”

Sheikah

Trait Suggestion: Weak Body, Strong Mind, Average Spirit

Special Ability: Ancient Wisdom – When making Lore or Wits rolls involving ancient technology or secrets, add 1 free Rank to the relevant Ability roll once per scene.

“Guardians of wisdom and shadows.”

Gerudo

Trait Suggestion: Strong Body, Average Mind, Weak Spirit

Special Ability: Desert Born – When making Survival or Endurance rolls in desert or harsh environments, you may spend 1 Action Point to retain one die automatically.

“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:

  1. Exploration: Reward curiosity and thorough searching
  2. Puzzle-Solving: Mental challenges alongside combat
  3. Item Progression: New items unlock new possibilities
  4. Boss Patterns: Learnable, exploitable enemy behaviors
  5. 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.