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MODULE GUIDELINES
These guidelines have been compiled to assist designers who wish
to submit their modules for publication in DUNGEON(R) Adventures,
a bi-monthly periodical that publishes game modules for TSR, Inc.
roleplaying games. Read these guidelines carefully before you
send any modules to DUNGEON Adventures. If you have any questions
that are not answered here, we will respond as quickly as
possible to inquiries as long as they are accompanied by a
self-addressed, stamped envelope (SASE). Telephone calls only
delay the review process for everyone.
The modules in DUNGEON Adventures vary from brief encounters
to modules about 20 magazine pages long. A wide variety of
adventures is offered for different character types and levels,
for both the D&D(R) and AD&D(R) game systems. AD&D adventures
should conform to AD&D 2nd Edition rules, but monsters from other
sources (including new monsters, but not those from other game
systems) may be used. D&D adventures should reference the
DUNGEONS & DRAGONS(R) Rules Cyclopedia.
We will not look at modules for other companies' game systems
or those that have been simultaneously submitted to another
gaming magazine or company. All submitted material must be your
own work and may not be copied from any published or copyrighted
source.
You should obtain several issues of the magazine to research
our style and the types of adventures published. If you are not a
subscriber and cannot find DUNGEON Adventures on sale locally,
you can obtain back issues through the Mail Order Hobby Shop,
P.O. Box 756, Lake Geneva WI 53147, U.S.A.
QUERIES AND FORMS
Before you submit a module to DUNGEON Adventures, send us a brief
proposal of the adventure you wish to create. Your 2- or 3-page
double-spaced description should highlight the adventure by
including a working title, an original and believable plot, the
major opponents, the game system and types of characters for
which the module was meant, a summary of the treasures to be
gained and the foes to be overcome, and an estimate of the
completed module's length and number of maps. Submissions to our
"SideTreks" column (under 2,000 words) do not require a proposal
but should follow all other listed adventure guidelines.
A copy of our Standard Disclosure Form is included with these
guidelines. You have our permission to make as many copies of
this form as necessary. A completed form must accompany each
proposal and complete module that you submit. We will return unread all material that is not accompanied by a completed Standard
Disclosure Form. Our address is:
Editor, DUNGEON Adventures
TSR, Inc.
P.O. Box 111
Lake Geneva WI 53147, U.S.A.
Proposals not accompanied by a self-addressed, stamped envelope
(SASE) will not receive a response. You must attach sufficient
U.S. postage or send sufficient International Reply Coupons.
Foreign stamps cannot be used to send mail out of the United
States.
If we like your proposal, you'll receive a reply requesting
the full adventure. We may also make suggestions to help your
adventure be more successful.
We will also accept proposals via GEnie Information Service.
The e-mail address is [TSR], and a copy of the disclosure form
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 diagrams 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