How To Write Adventure Modules That Don’t Suck – Print + PDF

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GM Gems DCC Hardcover Edition - Print + PDF

The Dungeon Alphabet - Fifth Printing - Print + PDF

Description

Over the last 15 years, Goodman Games has established a reputation for publishing some of the best adventure modules in the industry. Now we present our advice on how you can write great adventures! This compilation of articles 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.

Whether you’re an experienced writer or an aspiring novice, you’ll find something of value in this book!

Writers: Jobe Bittman, Mike Breault, Anne K. Brown, Timithy Brown, Stephen Chenault, Casey Christofferson, Chris Clark, Michael Curtis, Chris Doyle, Joseph Goodman, Allen Hammack, Jon Hook, Kevin Melka, Brendan J. LaSalle, Lloyd Metcalf, Bill Olmesdahl, Steve Peek, Jean Rabe, Merle M. Rasmussen, Lester Smith, Harley Stroh, Jim Wampler, James M. Ward, Skip Williams, Steve Winter

Reviews:

  • Dragon’s Lair: “What raises How to Write Adventure Modules that Don’t Suck above the crowd of similar works is that each and every chapter includes or is followed up with an actual example encounter, puzzle, location, or even an entire (if brief) adventure that demonstrates how to use the advice given.”
  • Game Reviews in 5 Minutes Or Less: “When Goodman Games announced that they were creating a book on how to write adventures, I couldn’t resist.”

Cartoon Illustrations: Chuck Whelon
Endsheets: Doug Kovacs
Format: Hardcover

Additional information

Weight 1.81 lbs