Legend of Zelda in ICRPG - ideas wanted!



Hail, fellow badasses!

New member here. I’ve recently gotten on the ICRPG train for the simplicity and I’m loving everything about it. For the past few years, I’ve been looking to make a free Legend of Zelda game for tabletop to capture the lore and feel of the games (especially the older ones like LTTP) and with ICRPG I seem to have found the system to do it with. Granted, this has been tried before by others to varying degrees of success, but with Hank being inspired by Zelda for the core concepts of the system he built, I can see easily going full circle with this.

Here’s what I’ve collected and am in the process of creating so far:

  • 6 classes
  • 7 Zelda Bio-forms with some alternates
  • 60+ items
  • 36 spells/songs
  • world primer for Hyrule
  • 60 enemies
  • campaign scenarios involving things we’ve seen in previous games, parallel worlds, time travel, shrinking to a new size, etc.

What I’d like to know is what others would want to see in a supplement like this, and if any further reading is present that i should do (like if someone is already making this)


Sounds very cool, I don’t what to add but I definitely want to play a Zelda game. Maybe add Rooms design from the Zelda game.


I do like that idea, room designs and target numbers should be easy to figure out as well from existing sources.


I hope when you hit an enemy he is automatically pushed back just like your PC? That’s super important to the series!!

I can’t wait to see what you do with this, the over world should be fun to travel! Work well!


Holy moly 60 enemies is a lot! If you had even 15 I think that’s sufficient.

I would like to see a few adventures in there that make use of Zelda style mechanics/dungeons.

I’m thinking dungeons that have areas locked until you can find the item/solve the puzzle/defeat the enemy that unlocks the next few zones. A battle world (is that the new term Hank’s been using?) map would be great for this.


The Legend of Zelda for the NES was basically a battle world already. So it should definitely work. Now that I think about it basically every single legend of Zelda game was basically a battle world.


I like it! Not sure how far someone should be pushed or what the distance should be, but I’ll work on it and see what I can make happen.


The enemy count is kinda inflated by the different variations of certain monsters (the 'blins have 4 variations alone, from Miniblin all the way up to Hinox, all with similar abilities and different heart values and stats), plus individual bosses. I’m sure that number will be cut down quite a bit by the end for things like peahats and Leevers along with other overworld enemies that are easy to kill, and have similar enough mechanics that they can be variations of each other, but you get the idea. the mechanics for creating them seem easy enough for me to hammer out a line of them real fast.

I absolutely agree with the use of dungeon specific items, puzzles and enemies to unlock new areas. i want to have it a bit more narrative than the games do, but as we know it’s all WIP. I appreciate the additions.


Can someone tell me where I find more info on this Battle World idea? i saw it in the errata section of the forum last night paired with a pic of LTTP’s world map and got curious. Was it on the forum or in one of Hank’s videos I missed?


In the Bearcats supplement. I think they’re more for virtual tabletops. You might be able to get them to work for home games though.

Oh also Runehammer did a huge 7 hour marathon drawing one!


You’d be able to use holes on almost every map: falling would become dangerous!
I’d say 5 ft. since the hit isn’t too strong in the original video games series!


Little update for everyone, I’ve been working on structuring this out along with my own dinosaur-laden campaign module (go watch the badassery of Primal on Adult Swim, my dudes!). I’ve figured out quite a few basic enemies, items, and the world guide, but I have a lot to do before i want to show anything off. Updates will come, and ideas are still welcome.


6 rooms or events per 4 hours for those new, 1 per 45 minutes for normal day to day.

Battle map is just an interconnected collection of rooms, the players can choose the order, but the GM can incentivize the choices. Don’t think of it over complicated. But monitor target number and don’t stick to the plan, be flexible.


Just chiming in to say this is great. If it’s playtest-able that might give me a chance to provide better feedback on potential gaps.


Sorry for the lack of updates, this has been on the backburner while I’ve been working on my own game system / a separate adventure module for ICRPG (as seen in my art on the other thread).

Cool news is the artist from Tales of Alethrion on youtube did some Zelda art for Inktober he called Linktober, and agreed to allow me to use it on this project, so that was super nice of him (not the first time those two have been righteous guys) and you’ll be seeing that in the doc once it’s done. In the meantime, i heavily recommend Tales of Alethrion if you haven’t seen it yet, a fantastic little story with some funky art.

Here’s the first video, though they get into some Tarantino shenanigans with the story later on, it’s a badass tale.