
Tales of the Valiant RPG Guide: Building Epic Campaigns for Players and GMs

Tales of the Valiant RPG is a heroic fantasy tabletop roleplaying game from Kobold Press, built for groups that love brave adventurers, dangerous monsters, mysterious ruins, and big campaign-defining choices. It uses a familiar 5E-compatible foundation while giving players and Game Masters fresh tools for character creation, storytelling, combat, downtime, and campaign design.
For D&D fans exploring a new fantasy RPG, Tales of the Valiant feels inviting because it does not ask your table to abandon everything they already enjoy. Instead, it gives you a strong framework for building heroic fantasy campaigns with bold characters, flexible adventures, and enough familiar structure to make the first session feel approachable.
What Is Tales of the Valiant?
Tales of the Valiant is a tabletop roleplaying game designed around high fantasy adventure. Think ancient evils, monster-haunted wilderness, powerful magic, brave heroes, and choices that can change the fate of kingdoms.
Kobold Press describes the Player’s Guide as the starting point for creating heroes, with systems for lineage, heritage, talents, backgrounds, spellcasting, martial abilities, downtime, and a streamlined 5E-compatible ruleset.
That makes kobold press Tales of the Valiant especially appealing for groups who want:
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A fantasy RPG with familiar bones
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More character customization
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Strong heroic storytelling
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Useful GM tools
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Room for homebrew worlds and original campaigns
It is not just about learning another ruleset. It is about giving your table a new excuse to gather around, roll some dice, and tell a story that feels alive.
Character Creation and Building Heroes
Tales of the Valiant character creation works best when players start with a strong concept before worrying about every mechanical choice.
Ask questions like:
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What does my hero want?
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What are they afraid to lose?
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Why would they risk their life with this party?
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What kind of legend do I want them to become?
The Tales of the Valiant Player’s Guide includes lineages, heritages, backgrounds, talents, classes, spells, and magic items, giving players several ways to shape both story and gameplay identity.
For dice, this is where the table atmosphere can really shine. Gemstone dice feel perfect for legendary heroes, ancient bloodlines, divine champions, and powerful spellcasters. Resin dice make excellent everyday gaming companions because they are easy to bring to every session and fit almost any character style. Liquid core dice are especially fun for magical characters, strange prophecies, and moments when the whole table watches the roll.
Tales of the Valiant Classes and Party Roles
When choosing Tales of the Valiant classes, players should think beyond damage. A strong party usually needs a mix of roles:
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Frontline defenders who can hold dangerous enemies back
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Spellcasters who solve problems with magic
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Skilled explorers who notice traps, clues, and hidden paths
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Support characters who keep the group alive and focused
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Social characters who shine in tense conversations
The goal is not to force everyone into a perfect party formula. The goal is to make sure every player has moments where their character matters.
A great party feels like a band of heroes with different strengths, not five people competing for the same spotlight.
Campaign Planning Table
|
Campaign Element |
Purpose |
Example |
|
Character Goals |
Drive player engagement |
A knight seeking redemption or a mage hunting forbidden lore |
|
Villains |
Create conflict |
Rival factions, corrupt nobles, ancient monsters |
|
Locations |
Encourage exploration |
Ancient ruins, cursed forests, floating citadels |
|
Encounters |
Challenge the party |
Tactical battles, social dilemmas, survival scenes |
|
Rewards |
Reinforce progress |
Magic items, titles, alliances, story revelations |
Use this table before session one. It gives the Game Master a simple foundation while leaving plenty of room for surprises.
Building Strong Adventuring Parties
The best Tales of the Valiant campaign starts with collaboration. Before the first adventure, ask each player how their hero connects to at least one other character.
Maybe two heroes survived the same disaster. Maybe one owes another a life debt. Maybe the party’s rogue and cleric both distrust the same noble house.
These small ties make the first session stronger because the group already has reasons to work together.
Good party building also means supporting different playstyles. Some players love tactical combat. Others enjoy roleplay, mysteries, exploration, or character drama. A strong campaign gives each style room to breathe.
Game Master Tips for Tales of the Valiant
The Tales of the Valiant Game Master’s Guide is positioned as a toolbox for building deep narratives, exciting combats, and compelling adventures. Kobold Press also highlights guidance for worldbuilding, player engagement, encounter design, homebrew monsters, character options, and campaign customization.
For practical game master tips, start here:
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Prep situations, not scripts
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Give every major NPC a clear desire
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Build encounters with terrain, stakes, and choices
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Let player decisions change the campaign
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End sessions with a question, clue, or danger
A good GM does not need to predict every outcome. Instead, prepare enough strong material that you can respond confidently when players do something unexpected.
Creating Memorable Villains and Story Arcs
A great villain is not just a monster with high stats. They need motivation, presence, and consequences.
Try building villains around one clear belief:
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“The kingdom must fall so something better can rise.”
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“Magic belongs only to the worthy.”
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“Peace is impossible without control.”
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“The old gods should return, no matter the cost.”
Then connect that villain to the party. Maybe they destroyed a hero’s village. Maybe they offer one player exactly what they want. Maybe they are trying to prevent an even worse disaster.
For major villain scenes, resin chonk dice are a fun table tradition. Save them for boss battles, death saves, final blows, or campaign-changing rolls. They make the moment feel heavier without needing a speech.
Running Epic Campaigns
A Tales of the Valiant campaign can be short, sprawling, or somewhere in the middle.
For a short adventure, focus on one strong problem: a haunted keep, a missing relic, a monster in the hills, or a town on the edge of disaster.
For a multi-session arc, add layers. The monster is connected to a cult. The cult serves a forgotten god. The forgotten god is waking beneath the capital.
For a long-running heroic fantasy campaign, build in phases:
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Local danger
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Regional threat
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Political or magical escalation
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Personal revelations
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World-changing finale
Liquid core dice fit beautifully in campaigns full of magical turning points, strange portals, ritual scenes, and prophecy-driven adventures. A small visual detail like that can make the table feel more immersed.
Common Mistakes New Groups Make
New groups often run into the same problems, but they are easy to fix.
Overcomplicated backstories
Keep the backstory focused. One goal, one wound, and one connection to the world is enough.
Weak campaign hooks
Give the party a reason to care right away. Protecting a town, rescuing someone, or chasing a personal mystery works better than vague danger.
Ignoring player goals
Check character goals often. A campaign feels stronger when personal stories matter.
Too much session planning
Prepare flexible scenes instead of rigid plots. Players will always surprise you.
Flat rewards
Rewards do not always need to be treasure. Allies, secrets, titles, safe havens, and magic items can all feel meaningful.
Why Tales of the Valiant Appeals to Modern RPG Groups
Tales of the Valiant appeals to modern fantasy RPG groups because it supports familiar adventure while giving tables room to customize. The Player’s Guide emphasizes unique heroes through lineage, heritage, talents, backgrounds, downtime, and class options, while the Game Master’s Guide focuses on narrative, combat, worldbuilding, and homebrew support.
That combination matters. Many groups want a game that feels heroic, flexible, and easy to bring to the table. They want rules that support big moments without getting in the way of the story.
For players, this is exactly the kind of game where the dice become part of the memory. A gemstone die rolled for a final spell. A resin dice set used through an entire campaign. A liquid core d20 spinning during a desperate magical gamble. A chonk die landing during the villain’s last stand.
Adventure Hooks to Start Your Next Campaign
Use one of these to launch your next Tales of the Valiant campaign:
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An ancient kingdom awakens beneath the mountains, and its rulers believe the surface world belongs to them.
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A dragon-led invasion begins with diplomacy, not fire, as wyrms offer protection in exchange for obedience.
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A lost magical civilization returns one city at a time, bringing wonders and disasters with it.
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Rival noble houses hire the party to investigate a murder that could start a civil war.
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A world-threatening storm spreads across the map, revealing monsters, ruins, and forgotten gods in its wake.
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A legendary hero from the past returns, but their version of justice is terrifying.
Conclusion
Tales of the Valiant gives players and Game Masters a strong foundation for heroic fantasy campaigns filled with danger, discovery, and character-driven adventure. It is approachable enough for newcomers, flexible enough for experienced tables, and rich enough to support everything from one-shots to long-running sagas.
Start with bold heroes. Give them meaningful choices. Build villains who believe they are right. Let the world react. Then gather your party, roll the dice, and see what kind of legend your table creates.



















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