How to Write Adventure Modules that Don't Suck
Written by Goodman Games Writers
Written by Jobe Bittman, Mike Breault, Anne K. Brown, Timothy 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
Endsheets by Doug Kovacs
Cartoons Illustrations by Chuck Whelon
- 160 Pages
How to Write Adventure Modules That Don't Suck
Over the last 15 years, Goodman Games has established a reputation for publishing some of the best adventure modules in the industry. Now they 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.
About the Author
The two dozen writers of this compilation of articles have been designing games for years. Credits include adventures for Dungeon Crawl Classics, older and newest edition Dungeons and Dragons, Pathfinder, Castles & Crusades, the classic West End Game Star Wars RPG, and more!
“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.” - Dragon's Lair review