How To Write Adventure Modules That Don’t Suck
Goodman Games has published more than 200 adventures and built an institutional knowledge on how to write adventure modules that don’t suck. Many of our adventures are “modern classics” that have been in print for many years, in some cases earning a 2nd, 3rd, or even 4th printing as they continue to sell year after year. For years we have run seminars at Gen Con and other conventions by the name “How to Write Adventure Modules That Don’t Suck”. Now all that institutional advice, all those great seminar discussions, all of our hard-earned lessons and experience, are consolidated into an easy-to-digest book of the same title. The Kickstarter is live today, so pledge now!
Twenty five authors, all of them with impressive credits in RPG adventure design, have written themed articles addressing a wide variety of topics. Along with each article, each author has provided a fantasy RPG encounter that demonstrates the concepts they address. The book is designed to be usable with any RPG, in any genre, under any rules set. Developer James M. Ward has hand-selected the authors and managed the topics to maximize the utility of the book. You can read the book straight through, or flip to the section that addresses your specific concerns. By the time you’re done reading the book, your own adventure-writing efforts will improve.
This Kickstarter also funds The Adventurer’s Almanac. This fantasy sourcebook, estimated at 112 pages when published, is structured around a fantasy calendar. Written like a fantasy version of the Farmer’s Almanac, it provides hundreds of adventure seeds, organized around the passing of the seasons, fantastic holidays, and the movement of the calendar. It is written by Michael Curtis. The Adventurer’s Almanac is a terrific example of an inspirational RPG sourcebook, and sure to give every GM dozens of ideas for their next game. It is systems-neutral and usable in any RPG campaign.