How To Write Adventure Modules That Don’t Suck is authored by two dozen of the industry’s best-known adventure writers. Each article gives a different perspective on how to write adventure modules that don’t suck, written by authors with decades of experience and prominent published credits. By the time you’re done reading this book, you’ll be on the path to designing great adventure modules on your own. This isn’t just a great resource for gamers, but a wonderful book for anyone wanting to tell a better story.
The Adventurer’s Almanac includes a fantastical calendar to bring structure to your game seasons loaded with more than 300 adventure seeds and a complete astrological system that gives characters personality traits, interesting benefits, and troublesome disadvantages with which to contend. An entire year’s worth of adventure awaits you inside its pages, complete with magical items, interesting personalities, strange festivals, and dangerous sites to explore, all presented in a system-neutral format suitable for any fantasy campaign.
Both of these books are system neutral, making them great additions to anyone’s library. And both are also sure to become revered staples in any library they join!