567 lines
30 KiB
Plaintext
567 lines
30 KiB
Plaintext
From: brian_vickers@isd.jpl.nasa.gov (Brian Vickers)
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Subject: Dungeon Magazine Submission Guidelines
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Date: 24 Mar 93 21:36:45 GMT
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DUNGEON(R) ADVENTURES
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MODULE GUIDELINES
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These guidelines have been compiled to assist designers who wish
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to submit their modules for publication in DUNGEON(R) Adventures,
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a bi-monthly periodical that publishes game modules for TSR, Inc.
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roleplaying games. Read these guidelines carefully before you
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send any modules to DUNGEON Adventures. If you have any questions
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that are not answered here, we will respond as quickly as
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possible to inquiries as long as they are accompanied by a
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self-addressed, stamped envelope (SASE). Telephone calls only
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delay the review process for everyone.
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The modules in DUNGEON Adventures vary from brief encounters
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to modules about 20 magazine pages long. A wide variety of
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adventures is offered for different character types and levels,
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for both the D&D(R) and AD&D(R) game systems. AD&D adventures
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should conform to AD&D 2nd Edition rules, but monsters from other
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sources (including new monsters, but not those from other game
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systems) may be used. D&D adventures should reference the
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DUNGEONS & DRAGONS(R) Rules Cyclopedia.
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We will not look at modules for other companies' game systems
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or those that have been simultaneously submitted to another
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gaming magazine or company. All submitted material must be your
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own work and may not be copied from any published or copyrighted
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source.
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You should obtain several issues of the magazine to research
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our style and the types of adventures published. If you are not a
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subscriber and cannot find DUNGEON Adventures on sale locally,
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you can obtain back issues through the Mail Order Hobby Shop,
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P.O. Box 756, Lake Geneva WI 53147, U.S.A.
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QUERIES AND FORMS
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Before you submit a module to DUNGEON Adventures, send us a brief
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proposal of the adventure you wish to create. Your 2- or 3-page
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double-spaced description should highlight the adventure by
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including a working title, an original and believable plot, the
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major opponents, the game system and types of characters for
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which the module was meant, a summary of the treasures to be
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gained and the foes to be overcome, and an estimate of the
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completed module's length and number of maps. Submissions to our
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"SideTreks" column (under 2,000 words) do not require a proposal
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but should follow all other listed adventure guidelines.
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A copy of our Standard Disclosure Form is included with these
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guidelines. You have our permission to make as many copies of
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this form as necessary. A completed form must accompany each
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proposal and complete module that you submit. We will return un-
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read all material that is not accompanied by a completed Standard
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Disclosure Form. Our address is:
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Editor, DUNGEON Adventures
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TSR, Inc.
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P.O. Box 111
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Lake Geneva WI 53147, U.S.A.
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Proposals not accompanied by a self-addressed, stamped envelope
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(SASE) will not receive a response. You must attach sufficient
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U.S. postage or send sufficient International Reply Coupons.
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Foreign stamps cannot be used to send mail out of the United
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States.
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If we like your proposal, you'll receive a reply requesting
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the full adventure. We may also make suggestions to help your
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adventure be more successful.
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We will also accept proposals via GEnie Information Service.
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The e-mail address is [TSR], and a copy of the disclosure form
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text (including your name and other required information) must be
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uploaded with your proposal. We can respond to proposals via e-mail,
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saving you time and postage, but if we request a complete manuscript,
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DO NOT send it via e-mail. Send us the maps, manuscript, disclosure
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form, and SASE by mail for our evaluation.
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RIGHTS AND PAYMENTS
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Any module published in DUNGEON Adventures becomes the sole
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property of TSR, Inc. and of DUNGEON Adventures. We purchase all
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rights to any submission that makes use of TSR's copyrighted
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materials or that makes changes or additions to a product of TSR,
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Inc. This policy has no exceptions. We do not offer royalties on
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the modules we purchase; we pay a flat fee.
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Payments are made 60 days after publication of the module, at
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a basic rate of 5-6 cents per word. In addition to this word
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rate, you receive a set amount for original map designs even
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though, in almost all cases, maps are redrawn by our staff
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cartographer. In addition to monetary payment, we send you two
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free copies of the issue containing your published work.
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CORRESPONDENCE
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Always enclose a self-addressed, stamped, business-size envelope
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with each module proposal and submission. For modules, also
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include an envelope large enough to hold your entire manuscript
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in case we return it for revisions or because it is unsuitable
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for use. Even if you keep a copy of your adventure or have your
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module recorded on computer diskette, we prefer to return the
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entire manuscript, as we may have noted specific problem areas in
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the text itself. We never respond to a writer who does not
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enclose an SASE with his manuscript, and we are under no
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obligation to return manuscripts that arrive without SASEs.
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If you wish to be notified when we receive your manuscript,
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enclose a self-addressed, stamped postcard. We won't be able to
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inform you immediately as to the acceptability of your adventure,
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but the postcard will let you know the manuscript arrived safely.
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We cannot assume responsibility for the transit and
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safekeeping of any module sent to us, so it is a good idea to
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always keep one copy of your module in your possession.
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PHYSICAL QUALITY OF MODULES
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Modules should be sent to us in printed form, either typed or
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produced on a computer printer with clear, dark print; letter
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quality is preferred. Do not print out your module in all capital
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letters or use Gothic type, calligraphy script, or any other
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fancy lettering. We won't even look at handwritten modules.
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Type your name, your address, and the approximate word count
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on the first page. The text should appear on one side of the page
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only. Use clean white sheets of 8-1/2" x 11" paper. Double space
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your manuscript to allow room for editorial comments. Small
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corrections may be made on the manuscript (for example,
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correction of a misspelled word or insertion of a short phrase),
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as long as the changes are neat, legible, and few in number.
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You may paperclip the pages of your module together, but do
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not use staples, plastic spines, or any sort of binder. Don't
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forget to remove the tractor feed holes and to separate the pages
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of computer-printed documents. Please number each page of your
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manuscript.
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If you send a photocopy of your module to us, be sure it is on
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good quality paper. Slick, excessively gray, or streaked photo-
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copies are not acceptable.
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Because we want to maintain an interesting mix of adventures
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in each issue, please keep module submissions to a maximum length
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of 60 double-spaced typewritten pages (20,000 words maximum).
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Longer submissions cannot be considered.
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Consistently poor spelling, grammar, or sentence structure
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will almost certainly cause a module to be rejected. We don't
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insist that manuscripts be perfect, but we look more favorably
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upon those that require little editing. Computer users, please
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use your spelling checkers.
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ARTWORK AND MAPS
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A finished module should be accompanied by all relevant maps and
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diagrams. Additional drawings, sketches, and charts may be added
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for clarification.
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Include the title, key, scale, and direction of north on all
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maps. North should be at the top of all maps unless there is a
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compelling reason for a different orientation. Put each map on a
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separate 8-1/2" x 11" sheet of paper, although most maps will
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take up less than a full page in the published module. Group all
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maps at the end of the module, after the last page of text.
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Make sure that all artwork and maps sent with the module are
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neatly prepared in ink. The map grid (square or hexagonal) should
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be clearly marked without obstructing the map's legibility. Scale
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lines may be used for outdoor maps. Use a straightedge to draw
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the straight lines on your final copy. Darken solid areas (such
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as the rock around a dungeon complex).
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Whenever possible, draw in the furnishings or obvious features
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of an area. Use icons (stylized drawings) for beds, desks,
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ladders, trap doors, curtains, etc. Try to make your icons
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readily understandable without a map key (see previous issues of
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DUNGEON Adventures for typical map designs).
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Remember internal consistency when designing maps. Inhabited
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areas require provisions for bringing in food, water, light, and
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heat; a method for disposing of waste materials; and ways for the
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inhabitants to get around easily. Large area maps should conform
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to known geographical principles; special cases should be noted.
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Use numerals for rooms in dungeons and other structures,
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numbered consecutively throughout (do not start over with room
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number 1 on a dungeon's second level). If, however, the inn is
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building 5 on your town map, you may label its rooms 5A, 5B, etc.
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on the inn detail map.
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Always check your maps against the finished module text. Make
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sure you have described all relevant areas on the maps and have
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not mislabeled anything.
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MODULE CONTENTS
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A game module should contain the following elements:
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-- A description of the player characters (classes, races,
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level range, total levels, etc.) that would be best for the
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adventure, the characters' briefing ("For the Players") before
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the adventure, and what equipment and special information they
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need at the mission's start.
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-- A Dungeon Master's briefing ("For the Dungeon Master"),
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giving the background of the adventure. This section should not
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repeat information from the characters' briefing, as the DM will
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have read that section also.
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-- A description of the adventuring environment, with all
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details relevant to the adventure supplied (including maps and
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other charts).
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-- Complete information on running the adventure, including
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special rules, monster and NPC statistics and possessions;
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possible encounters; information and items to be discovered;
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rumors; details on new magical items, spells, monsters, and
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weapons; and any other material that would be helpful to the
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Dungeon Master or players.
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-- A description of the possible consequences resulting from
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the adventure's success or failure, including rewards,
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punishments, and spin-off adventures for later gaming sessions.
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Include story award experience points for completing the ad-
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venture's story goals.
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Do not include statistics for player characters, as players
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usually wish to bring their own characters into the game.
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You should plan on no more than eight player characters per
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adventure, and preferably 3-6. Large groups are difficult to
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assemble and hard to control.
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MODULE SETTINGS
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Modules should be easily adaptable to most campaigns. Your
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adventure may be set in any TSR game world, as long as the
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modules conform to available references describing that
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particular world. Adventures may also be based on previously
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published modules copyrighted by TSR, Inc. Avoid using any
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settings or material extracted from copyrighted sources, other
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than those owned by TSR, Inc.
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Our most recent survey indicates that the settings our readers
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prefer are generic AD&D, the FORGOTTEN REALMS(R) campaign,
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GREYHAWK(R) adventures, the RAVENLOFT(R) demiplane, generic D&D
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game settings, and DRAGONLANCE(R) adventures, in that order.
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Less-popular types of adventures include D&D Known World
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adventures, Viking adventures, DARK SUN(TM) modules,
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SPELLJAMMER(R) voyages, and AL-QADIM(TM) adventures. We will
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publish these infrequently, when excellent adventures become
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available.
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We probably won't publish Oriental, Lankhmar, African, HOLLOW
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WORLD(R), or Maztica adventures.
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DESIGN TIPS
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It is essential that you be completely familiar with the games
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for which you are designing modules. You should be aware of the
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specifics of the AD&D and D&D game systems, which differ despite
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their similarities. For example, a dwarf in the AD&D game is a
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racial type but not a character class; in the D&D game it is
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both. These game systems are independent and have different
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monsters, magical items, spells, character classes, and time and
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movement scales. Do not confuse them in your text.
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Encounters should be described fully whenever possible. Make
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sure no relevant details of encountered beings are left out (such
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as hit points, alignments, or strength scores). The weapons and
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equipment carried by an NPC, along with relevant personality and
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reaction notes, should be given with the first mention of the
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character. Major NPCs should be well-rounded characters with
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specific motivations. All encounters, NPCs, hazards, rewards,
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details on the environment, and special information required for
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combat or accomplishing the mission should be detailed
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sufficiently to allow the DM and players to run through the
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scenario without trouble.
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We strongly encourage you to used boxed text to set off
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material to be read aloud to the players. You can draw the boxes
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by hand or by computer. An acceptable alternative is to leave two
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blank lines before and after "boxed text."
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Additional information such as encounter tables, lists of
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rumors, new monsters and magical items can be set off in side-
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bars. Place a note in the text near the location the sidebar will
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occupy ("Rumors Table Goes Here"), but place all sidebar text at
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the end of the module.
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We prefer adventures with strong plot elements, ones that tell
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good stories. It is vital that the majority of encounters in an
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adventure relate directly to the adventuring goal. Excessive use
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of random encounters works against the adventure. Encounters that
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are interconnected and critical to the adventure's plot are best.
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Illogical adventuring set-ups in which monsters and treasure are
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randomly thrown together should be avoided. This does not mean
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one cannot use random encounter tables, but the tables should be
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logical and consistent with the adventuring environment, making
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the overall adventure sensible and believable.
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Indoor complexes laid out in perfect symmetry are boring; use
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creativity, even if the final result isn't perfect architecture.
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Avoid using excessively large maze areas.
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Situations in your module that violate established game rules
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should be handled carefully. Certain parts of the games (such as
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the THAC0 system and saving-throw tables) should not be altered
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without extremely good reasons. Other alterations, such as new
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monsters, treasures, or society types, are permissible but should
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not be overused. You may also add new material that expands on
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the rules, such as details on adventuring in unusual envi-
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ronments.
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Don't overreward players or underchallenge them. We will
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reject modules in which mighty fortresses are guarded by weak
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guards, or in which the PCs can walk off with diamonds the size
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of cars. Take the time to make rewards consistent and believable
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as well as balanced. Conversely, do not create opponents that
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would totally overwhelm a party. If you must use an exceptionally
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powerful being in an adventure, there must be a good reason for
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it, and the situation must be carefully handled.
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We have few other definite rules about how a module should be
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put together. We're willing to take a look at any innovative
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ideas that involve changes in a module's structure, setting, and
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so forth. Such innovations should not, however, interfere with
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the understanding and use of the module, and they should enhance
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both the module's playability and the gamers' enjoyment.
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IDEAS TO EXPLORE
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Modules that present new magical items, monsters, weapons, or NPC
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classes are valuable but not as interesting as modules that
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present a fast-paced, exciting, enjoyable adventure. Avoid
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introducing more than three new things (items, spells, monsters)
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in an adventure. If you create something new for the game, make
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sure that its presence in the module is justified, that it is
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fully explained in terms of its effects in the game, and that it
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is reasonable and fits in with the game rules.
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We are interested in seeing solo modules, modules designed for
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special groups of player characters, and any other unique
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adventures, but our basic interest is in modules that can be used
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by the widest number of gamers, using a broad mix of character
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types and equipment.
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Short adventures under 2,000 words ("SideTreks") that can be
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easily dropped into an evening's game are especially useful.
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Unusual monster lairs, city encounters, and small ruins may be
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presented, but each should be unique, interesting, well detailed,
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and part of a complete story.
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Solo adventures are very welcome and may be of several types.
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Adventures for one DM and one player are always useful. Solo
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adventures that require no DM are more difficult to write. These
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generally are in the numbered-paragraph style, wherein the
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reader-protagonist makes decisions and turns to new sections of
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the story to discover the results. If you submit this style of
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solo adventure, you must include a flow chart showing all
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decision points in the plot. Other innovative forms of solo
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adventures are also welcome.
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IDEAS TO AVOID
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Avoid stereotyped material. Do not ask your party to:
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-- Rescue someone's kidnapped daughter.
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-- Meet any real-life personality.
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-- Race against time to save the world from a horde of fiends
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from the Abyss.
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-- Battle a crazed wizard (thinking opponents are better)
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-- Repel an orc infestation.
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-- Combat an evil cleric or vampire with an undead army.
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-- Recover an artifact (especially if it is in seven parts).
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This list is not all-inclusive. There are many more overused
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plot devices that may seem new and fresh to you, but that we see
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many times each month. Try to describe a fresh, creative story
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for our readers to adventure in.
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We do not accept adventures that require evil PCs or that ask
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the PCs to fight good characters or monsters. The PCs' mission
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should not be one of murder or assassination.
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High-level adventures should keep the balance of the game in
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perspective and should challenge the players without damaging the
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DM's world set-up. Adventures tailored for the killing of deities
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or the saving or ruining of worlds are not likely to be accepted.
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Tastelessness should be strictly avoided. Do not write
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adventures involving the destruction of children or helpless
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persons, excessive gore or violence, descriptions of Satan or
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Satanism, or game versions of major religious figures. Explicit
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sex, the encouragement of drug or alcohol abuse, offensive
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language, and bathroom humor cannot be used.
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Do not use nonplayer characters (NPCs) to help the player
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characters excessively. NPCs who step in and eliminate all oppo-
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sition to the PCs, lead the PC party, and accomplish the PCs'
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goals for them are very dangerous to campaigns. Avoid introducing
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NPCs who tag along with the party. Set up the adventure to
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challenge the players and let them make it on their own.
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SPECIFIC FORMATS
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In general, only proper nouns are capitalized. Monsters,
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character classes, NPC classes, characteristics, and weapons
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begin with lowercase letters. The words "Dungeon Master" and the
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abbreviation "DM" are always capitalized. The various AD&D
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hardbound books are also capitalized and italicized.
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Abbreviations of D&D and AD&D game terms usually use all
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capital letters and no periods (DM, NPC, HD). Ability scores
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should be capitalized (Dexterity, Charisma). The abbreviations
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for hit points and coins use lowercase letters and no periods
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(hp, gp, sp). Note that the abbreviation for electrum piece is
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ep, and the abbreviation for experience points is XP.
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Single-digit numbers (zero to nine) are spelled out. Larger
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numbers are written as numerals. Never start a sentence with a
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numeral.
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Any amount over 999 should have a comma separating the
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thousands from the hundreds. A space should be left between the
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amount of treasure and the coin abbreviation (1,500 gp).
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Numerals are used to identify character levels (a fighter of
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4th level). When preceding a noun, the level should be hyphenated
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(a 2nd-level illusionist).
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Numbers should be written out to identify spell levels (a
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second-level illusionist spell).
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Use numerals with inch marks (") and foot marks (') to
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indicate depth, height, length, and width. Hyphenate compound
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adjectives before nouns ("the red-haired, 10'-tall hill giant").
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The names of magical items and spells should be italicized or
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underlined. Use capital letters only if the name of the magical
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item or spell includes a proper noun. List all plusses after the
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description of the item.
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List jewels in order of descending value. If there is more
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than one jewel with the same value, note how many there are in
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parentheses after the value. Example: "There are five gems in the
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sack, worth 500 gp, 400 gp, 300 gp ( X 2), and 50 gp."
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When AD&D monsters and NPCs are described in the text, the
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listing should use the following format in a separate paragraph:
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Name (# appearing): INT (intelligence); AL (alignment); AC
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(armor class); MV (movement rate); HD (hit dice or NPC class and
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level); hp (hit points); THAC0 (to hit armor class 0); #AT (num-
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ber of attacks); Dmg (damage); SA (special attacks); SD (special
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defenses); MR (magic resistance); SZ (size); ML (morale level);
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XP (experience points); Monstrous Compendium (MC) number; other
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notes (armor, weapons, possessions, spells, etc.). For example:
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Ghouls (3): INT 5; AL CE; AC 6; MV 9; HD 2, hp 10, 7, 6; THAC0
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19; #AT 3; Dmg 1-3/1-3/1-6; SA paralyzation; MR nil; SZ M; ML 12;
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MC1.
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Lars Longtooth: AL CN; AC 2; MV 9; F8; hp 52; THAC0 13; #AT
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3/2; Dmg by weapon type; S 17, D 16, C 15, I 9, W 10, Ch 13; ML
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11; long sword +1, chain mail +2, shield, long bow.
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Use the Monstrous Manual page listing when that reference
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becomes available in July 1993.
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Use the following abbreviations for NPC classes:
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F = fighter
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P = paladin
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C = cleric
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M = mage
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R = ranger
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T = thief
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D = druid
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B = bard
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S = psionicist
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Other specialist mages should be described in the text as
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conjurers, illusionists, necromancers, sha'irs, defilers, etc.
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Kits should be given for those game worlds that require them (for
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|
example, the AL-QADIM setting).
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For mages and clerics, spells memorized or received should be
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|
listed in alphabetical order by level; a semicolon should sepa-
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|
rate each level of spells from the next.
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|
When D&D monsters and NPCs are described in text, the listing
|
|
should use the following format:
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Name: AC; HD; hp; MV; #AT; Dmg; Save; ML; INT; AL; XP value;
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|
manual/page reference; other notes. For example:
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|
Orc: AC 6; HD 1; hp 6; MV 120'(40'); #AT 1; Dmg by weapon
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|
type; Save F1; ML 8; AL C; XP 10; RC 199.
|
|
If more than one monster of a type is encountered, separate
|
|
the monsters' statistics by commas (see the example of three
|
|
ghouls). Short statistics for repeat monsters with differing hit
|
|
points can appear in parentheses: "The PCs are attacked by
|
|
another giant rat (hp 4)."
|
|
Note that a character is a false personality created for the
|
|
game. A player is someone who plays the game and eats all your
|
|
munchies. Do not confuse the two in your text.
|
|
Use the same method to address the DM throughout your module.
|
|
Use either direct address ("Read the following boxed text to the
|
|
players.") or indirect address ("The DM should roll 1d6.")
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|
|
|
PLAYTESTING SUBMISSIONS
|
|
Your module should be playtested before you complete the final
|
|
draft. Playtester comments, good and bad, should be written down
|
|
during play as they occur. Problems should be thrashed out after
|
|
the session; it is important to keep the flow of the game going.
|
|
The best testing is done by an inexperienced DM and group who
|
|
try to play from the manuscript without help. The designer should
|
|
be present taking notes but should not help the testers over any
|
|
rough spots. There is no better way to find the holes in your
|
|
design. Experienced players are a good way to find rule
|
|
inconsistencies, but they may gloss over basic aspects of play or
|
|
assume local house rules or playing styles, thereby missing some
|
|
problems. The least efficient method of testing is for the
|
|
designer to run the game, because the author tends to mentally
|
|
fill in the holes, especially with regard to game mechanics and
|
|
encounter staging.
|
|
A good playtest should address game mechanics, manuscript
|
|
organization, narrative elements, and player challenge. When
|
|
evaluating game mechanics, ask the following questions: Was the
|
|
adventure appropriate for the number, level, and suggested
|
|
classes of PCs? Was enough information given to run the
|
|
adventure's NPCs and monsters? What other sources did you need?
|
|
What rules questions came up in play? Were any spot rulings
|
|
necessary? Did you need to reference any rules that are hard to
|
|
find or use? Did the opposition (NPCs, monsters, traps) match the
|
|
party level? Was the amount of treasure given out appropriate?
|
|
Was the amount and power of magical items given out appropriate?
|
|
For manuscript organization, consider: Was the text of the
|
|
adventure easy to understand? Was anything confusing? Were any
|
|
sections contradictory? Were any important points not covered?
|
|
Was the information given in a logical order? Could you find the
|
|
information you needed within the text? Were the maps and dia-
|
|
grams clear and easy to use? What problems or inconsistencies did
|
|
you find in the maps or diagrams?
|
|
Narrative elements are vital to making a manuscript fun to
|
|
read and play. Did the adventure hook work, or did the players
|
|
have to be railroaded? Was the pacing too fast or too slow? Were
|
|
there encounters that interfered with the flow of the adventure?
|
|
Were there sections (travel, research, footwork) that bogged
|
|
down? Was the plot of the adventure interesting? Were the
|
|
background and setting well developed and consistent with the
|
|
descriptive text? Did the plot details flow logically from the
|
|
background information? Were the NPC actions consistent with
|
|
their goals, character traits, alignment, and the information
|
|
they know? Did the manuscript help create the proper mood or
|
|
effect for the DM and players? Is the mood or atmosphere
|
|
appropriate for world-specific modules? Is the conclusion
|
|
satisfying?
|
|
Finally, adventures must achieve a balance of danger and
|
|
triumphs. Are the challenges appropriate for the recommended
|
|
level of play (beginning D&D adventure, high-level AD&D, etc)?
|
|
Was the adventure a killer dungeon or a cakewalk? Was the DM ever
|
|
forced to fudge things in the party's favor to keep the adventure
|
|
going? Did the players solve mysteries easily or were you forced
|
|
to give lots of hints? Which challenges did the players most
|
|
enjoy?
|
|
Do not send playtest results with your module.
|
|
|
|
SUMMARY
|
|
Use of these guidelines should go a long way toward making your
|
|
submissions to DUNGEON Adventures as good as possible. We want to
|
|
present our readers with the best gaming entertainment that can
|
|
be found anywhere, and we have set our standards to match. We
|
|
look forward to hearing from you.
|
|
|
|
AD&D, D&D, DRAGONLANCE, DUNGEON, DUNGEONS & DRAGONS, FORGOTTEN
|
|
REALMS, GREYHAWK, HOLLOW WORLD, RAVENLOFT, and SPELLJAMMER are
|
|
registered trademarks owned by TSR, Inc. AL-QADIM and DARK SUN
|
|
are trademarks owned by TSR, Inc.
|
|
(C)1993 TSR, Inc. All Rights Reserved.
|
|
|
|
Revised March, 1993
|
|
|
|
|
|
TSR, INC. STANDARD DISCLOSURE FORM
|
|
|
|
I wish to submit the following materials for your
|
|
consideration for publication, subject to all of the conditions
|
|
below.
|
|
Working title of submission and brief description (please print):
|
|
|
|
|
|
|
|
I submit my materials voluntarily and on a
|
|
nonconfidential basis. I understand that this submission by me
|
|
and its review by TSR, Inc. (TSR) does not, in whole or in part,
|
|
establish or create by implication or otherwise any relationship
|
|
between TSR and me that is not expressed herein. I further
|
|
understand and agree that TSR, in its own judgment, may accept or
|
|
reject the materials that are submitted with this disclosure form
|
|
and shall not be obligated to me in any way with respect to my
|
|
submission until TSR shall, at its own election, enter into a
|
|
properly executed written agreement with me, and then only
|
|
according to the terms of such an agreement.
|
|
I agree that TSR may have a reasonable period in which to
|
|
review this submission. TSR will return my submission to me
|
|
provided that it is received by TSR with a self-addressed
|
|
stamped envelope. TSR shall not be held responsible, however, for
|
|
items or materials that are accidentally damaged or lost. I
|
|
hereby agree to retain a copy of the submitted materials.
|
|
I understand and agree that the review by TSR of the
|
|
materials that accompany this disclosure form does not imply or
|
|
create (1) any financial or other obligation of any kind on the
|
|
part of TSR, (2) any confidential relationship or guarantee of
|
|
secrecy, or (3) any recognition or acknowledgment of either
|
|
novelty or originality.
|
|
I also understand and agree that if the submission
|
|
utilizes or is based on characters, settings, or other materials
|
|
that are owned by TSR or if the submission contains trademarks
|
|
and/or other proprietary materials that are owned by TSR, then I
|
|
shall not be free to submit the submission for publication to any
|
|
person or firm other than TSR.
|
|
I warrant that the submission (has never been published)
|
|
(has been published by __________________ in
|
|
________________________________ ), that it is original, and that
|
|
its publication will not violate the rights of any third party.
|
|
I also warrant that the person identified herein as the submitter
|
|
is the sole owner of the submission. Furthermore, I am of legal
|
|
age and am free to make agreements relative to this submission or
|
|
I am the authorized representative of the submitter (circle one:
|
|
Parent, Legal Guardian, Agent, Other: __________ ).
|
|
Please type or print the following:
|
|
|
|
Name (Signature if form is mailed):
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|
Mailing Address:
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|
Zip Code or Postal Code:
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|
Country:
|
|
Phone:
|
|
Date:
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|
|