How to Write Adventure Modules That Donã¢â‚¬â„¢t Suck

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How To Write Adventure... by
Jobe Bittman
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 · 44 ratings  · 8 reviews
Start your review of How To Write Adventure Modules That Don't Suck
Jorge Villarruel
Some good advice, but the authors don't seem to follow their own advice. The adventures they included to show their special abilities in adventure design are, with one or two exceptions, bland, uninteresting, boring and stupid. Some good advice, but the authors don't seem to follow their own advice. The adventures they included to show their special abilities in adventure design are, with one or two exceptions, bland, uninteresting, boring and stupid. ...more
Benjamin
A question I find myself asking a bunch these days about some roleplaying book is "who is this for?"

This book is a collection of short essays on writing RPG adventures, where each essay is paired with some adventure/encounter that supposedly demonstrates the principle discussed in the essay. And the essays have topics like:
* give context only when it matters to the adventure
* tailor parts of the adventure to your players
* use all five senses in description
* how to deal with player character dea

A question I find myself asking a bunch these days about some roleplaying book is "who is this for?"

This book is a collection of short essays on writing RPG adventures, where each essay is paired with some adventure/encounter that supposedly demonstrates the principle discussed in the essay. And the essays have topics like:
* give context only when it matters to the adventure
* tailor parts of the adventure to your players
* use all five senses in description
* how to deal with player character death

Now some of those topics are peculiar to roleplaying, but others are just sort of general writing advice, the sort of advice that, frankly, you can trip over anywhere these days. And even the RPG specific advice seems pretty common. Maybe I'm being curmudgeonly and heartless towards people who are just now starting to think about this topic -- maybe for them a compendium of advice would be authentically useful when they try to write adventures. I will say, though, that the adventures-as-exemplars thing doesn't entirely work -- adventures are such big, complex, full things, that any single one will have many things going on. (This could actually probably be fixed with some designers' notes explaining what they did, why, and what it would be like if they didn't take their own advice.)

(Another possible change to make: the organization of this book is... thin. It might be alphabetical by author rather than, say, broken into topics and the topics are at such different levels of organization, from "how to outline an adventure" to "how to unleash your creativity." Note: you should probably unleash your creativity before outlining and then move on to adding sensory detail to your description. Also, do we need two essays about adding sensory details?)

(Also, while it's nice to see the names of a bunch of old time TSR and D&D folks, I also might edit this to add a summary of what the essay is trying to say. Several of these essays take the long way around to getting to their point. I am not surprised to learn that this book grew out of a convention pamphlet.)

All that complaint to one side, there are some fair ideas here, but I still think you might be better off listening to Ken and Robin Talk about Stuff if you're interested in writing RPG material.

...more
Justin
I've run a few campaigns in my time, but I've never put much of what I came up with down on paper. Some monster stats, maps, of course, and some brief reminders of treasure, but the rest of it stayed in my head--I just wasn't sure how to go about putting it into writing. So when I found How to Write Adventures Modules That Don't Suck on Kickstarter, I knew it was something I wanted to get my hands on. Because if getting advice from industry veterans wouldn't make the process clearer, nothing wou I've run a few campaigns in my time, but I've never put much of what I came up with down on paper. Some monster stats, maps, of course, and some brief reminders of treasure, but the rest of it stayed in my head--I just wasn't sure how to go about putting it into writing. So when I found How to Write Adventures Modules That Don't Suck on Kickstarter, I knew it was something I wanted to get my hands on. Because if getting advice from industry veterans wouldn't make the process clearer, nothing would.

Needless to say, the Kickstarter was successful, the book is now in print, and I'm relieved to say my money was well-spent. In just 156 pages, this book covers topics ranging from atmosphere, to playtesting, to level balancing, to making old monsters/encounters fresh, to proper formatting, and more. It's a tremendous resource for anyone looking to write their own adventures in a more marketable format, and I can't wait to start putting some of this advice into practice. It's largely D&D-centric, but the principles can be adjusted to nearly any game system. Highly recommended to any DM, GM, storyteller, or judge, no matter your choice of RPG.

...more
Shane
How to Write... is a multi-author compilation of RPG advice from writers with many years, collectively I'd guess centuries, of experience in the TTRPG industry.

I wanted to give this fun little book 3.5 stars, but since that's not an option on Goodreads, I had to choose to round up or down. In the end, it just didn't have enough juicy bits, great suggestions, head-slapping "Why didn't I think of that?!?!" moments to warrant five stars, and the quality of the entries varied considerably, for anot

How to Write... is a multi-author compilation of RPG advice from writers with many years, collectively I'd guess centuries, of experience in the TTRPG industry.

I wanted to give this fun little book 3.5 stars, but since that's not an option on Goodreads, I had to choose to round up or down. In the end, it just didn't have enough juicy bits, great suggestions, head-slapping "Why didn't I think of that?!?!" moments to warrant five stars, and the quality of the entries varied considerably, for another half-point deduction. I rounded it down because of a few other quibbling problems - some formatting errors and the like - dropped it a little more.

Nonetheless, this is a fun, recommended read for GMs and RPG writers looking for solid advice on improving their games. You'll find yourself taking notes!

...more
Trevor Bramble
This book, in addition to offering a wealth of insight and wisdom, is a pleasure to read. By the end I was ready to buy up a (imaginary) second volume as soon as it appears. There are many sage voices to be heard on the topic in addition to those heard in HTWAMTDS, so let's hope!

The missing fifth star is due to the very uneven proofreading I found impossible to ignore while reading it. The errors were so numerous in some articles that I wondered if they had been proofread at all. This obviously

This book, in addition to offering a wealth of insight and wisdom, is a pleasure to read. By the end I was ready to buy up a (imaginary) second volume as soon as it appears. There are many sage voices to be heard on the topic in addition to those heard in HTWAMTDS, so let's hope!

The missing fifth star is due to the very uneven proofreading I found impossible to ignore while reading it. The errors were so numerous in some articles that I wondered if they had been proofread at all. This obviously distracts from the content a lot and went way past a threshold where I'd let a first printing slide.

...more
Colin
An excellent collection of essays on the topic of what makes a good RPG adventure module, and how to create good adventures. Very nostalgia-inducing for me, especially accompanied by the essays reflecting on great modules of the past and what made them great (that went out to Kickstarter backers). Worth a read for anyone who wants to design great modules!
Christian
Feb 11, 2021 rated it really liked it
Amazing tips for those who want to homebrew a dnd campaign
Murray
Jan 03, 2018 rated it it was amazing
When it comes to narrative design and writing for tabletop role-playing games, I can say that this book has been the most useful and insightful resource I've been able to have a copy of. Awesome insights written by great designers who write as if they're really making an effort to translate their ideas and help the reader! When it comes to narrative design and writing for tabletop role-playing games, I can say that this book has been the most useful and insightful resource I've been able to have a copy of. Awesome insights written by great designers who write as if they're really making an effort to translate their ideas and help the reader! ...more

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How to Write Adventure Modules That Donã¢â‚¬â„¢t Suck

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