Last modified 8/97. DUNGEON ADVENTURES WRITER'S 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 those about 20 magazine pages long. A wide variety of adventures is offered for different character types and levels, primarily for the AD&D(R) game. 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. ALTERNITY(R) adventures should reference the ALTERNITY Player's Handbook and Gamemaster's Guide. DRAGONLANCE(R): FIFTH AGE(TM) adventures should be consistent with the FIFTH AGE core rules and dramatic supplements. 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, IN WHOLE OR IN PART, FROM ANY PUBLISHED OR COPYRIGHTED SOURCE. You should obtain several issues of the magazine to research our style and the types of adventures published. 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 rewards to be gained and foes to be overcome, and an estimate of the completed module's length and number of maps. Submissions to our "Side Treks" column (under 2,000 words) do not require a proposal but should follow all other listed module 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 Wizards of the Coast, Inc. 1801 Lind Avenue S.W. Renton, WA 98055, 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 a full adventure. We may also make suggestions to help your adventure be more successful. We also accept proposals via our email address: dungeon@tsr.com. A copy of the disclosure form text (including your name and other required information) must be uploaded with your proposal. We can respond to proposals by e-mail, saving you time and postage, but if we request a complete manuscript, DO NOT send it by e-mail. Send us the maps, manuscript, disclosure form, and SASE by mail for evaluation. Rights and Payments Any module published by DUNGEON Adventures becomes the sole property of TSR, Inc. and of DUNGEON Adventures. We purchase all rights to any submission that makes use of our company's copyrighted materials or that makes changes or additions to a product of TSR, Inc. This policy has no exceptions. We do not offer royalties on the modules we purchase; we pay a flat fee. Payments are made within 60 days after acceptance (the date on which your contract is countersigned), at a basic rate of 5-6 cents per word. In addition to the word rate, you receive a set amount for original map designs even though, in almost all cases, maps are redrawn by professional cartographers. In addition to monetary payment, we send you two free copies of the issue containing your published work. Correspondence Always enclose a self-addressed, stamped envelope with each module proposal and submission. For modules, also include an envelope large enough to hold your entire manuscript in case we return it for revisions or because it is unsuitable for use. Even if you keep a copy of your adventure or have your module recorded on computer disk, we prefer to return the entire manuscript, as we have noted specific problem areas in the text itself. We never respond to a writer who does not enclose a SASE with his or her manuscript, and we are under no obligation to return manuscripts that arrive without SASEs. If you wish to be notified when we receive your manuscript, enclose a self-addressed, stamped postcard. We won't be able to inform you immediately as to the acceptability of your adventure, but the postcard will let you know the manuscript arrived safely. We cannot assume responsibility for the transit and safekeeping of any modules sent to us, so it is a good idea to always keep one copy of your module in your possession. Physical Quality of Modules Modules should be sent to us in printed form, either typed or produced on a computer printer with clear, dark print; letter quality is preferred. Do not print out your module in all capital letters or use Gothic type, calligraphy script, or any other fancy lettering. In the case of computer-printed adventures, use a legible 12-point typeface. We do not accept handwritten modules or modules sent by e-mail. Type your name, your address, and the approximate word count on the first page. Your manuscript must be typed or printed on 8 1/2" x 11" sheets of white or quality recycled paper. Do not use colored or textured paper. If you send a photocopy of your module to us, be sure it is on good quality paper. Slick, excessively gray, or streaked photocopies are not acceptable. Double space your manuscript to allow room for editorial comments. Small corrections may be made on the manuscript (for example, correction of a misspelled word or insertion of a short phrase), as long as the changes are neat, legible, and few in number. You may paperclip the pages of your module together, but do not use staples, plastic spines, or binders. Remove the tractor feed holes and separate the pages of continuous-feed documents. Please number each page of your manuscript. Because we want to maintain an interesting mix of adventures in each issue, please keep module submissions to a maximum length of 60 double-spaced pages (20,000 words). Longer submissions cannot be considered. Consistently poor spelling, grammar, or sentence structure will almost certainly cause a module to be rejected. We do not insist that manuscripts be perfect, but we look more favorably upon those that require little editing. Computer users, please use your spelling/grammar checkers. Artwork and Maps A finished module should be accompanied by all relevant maps and diagrams. Additional drawings, sketches, and charts may be added for clarification. Put each map on a separate sheet of 8-1/2" x 11" paper, although most maps will take up less than a full page in the published module. Group all maps at the end of the module, after the last page of text. Do not incorporate or weave maps around the text of your manuscript. Make sure that all artwork and maps are neatly rendered in ink. The map grid (square or hexagonal) should be clearly marked without obstructing the map's legibility. Scale lines may be used for outdoor maps. Use a straight edge to draw the straight lines on your final copy. Darken solid areas (such as rock around a dungeon complex). Whenever possible, draw the furnishings or obvious features of an area. Use icons for beds, desks, ladders, trap doors, curtains, etc. Try to make your icons readily understandable without a map key. Remember internal consistency when designing maps. Inhabited areas require provisions for bringing in food, water, light and heat; a method for disposing of waste materials; and ways for the inhabitants to get around easily. Large area maps should conform to known geographical principles; note special cases. Use numerals for rooms in dungeons and other structures, numbered consecutively throughout. (Do not start over with room number 1 on a dungeon's second level.) Always check your maps against the finished text. Make sure you have described all relevant areas on the maps and have not mislabeled anything. Module Contents An adventure module should contain the following elements: - A description of the player characters (classes, races, level range, total levels, etc.) that work best for the adventure. - The player characters' briefing ("For the Players") before the adventure, including what equipment and special information they need at the mission's start. - A Dungeon Master's briefing ("For the DM"), giving the background of the adventure. This section should not repeat information from the characters' briefing, as the DM will have read that section also. - A description of the adventuring environment, with all details relevant to the adventure supplied (including maps and charts). - Complete information on running the adventure, including special rules; monster and NPC statistics and possessions; possible encounters; information and items to be discovered; rumors; details on new magical items, spells, monsters, and weapons; and any other material that would be helpful to the DM or players. - A description of the possible consequences resulting from the adventure's success or failure, including rewards, punishments, and spin-off adventures for later gaming sessions. Include story award experience points for completing the story's goals. Do not include statistics for player characters, as players usually wish to bring their own characters into the game. Ideally, your adventure should be designed for 3-6 player characters, with no more than eight. Module Settings Modules should be easily adaptable to most campaigns. Your adventure may be set in your own TSR game world, as long as the module conforms to available references describing that particular world. Adventures may also be based on previously published modules copyrighted by TSR, Inc. Do not use settings or material extracted from copyrighted sources other than those owned by TSR, Inc. Recent surveys indicate that our readers prefer generic AD&D adventures. This includes adventures set in the FORGOTTEN REALMS(R) and GREYHAWK(R) campaign worlds. We also publish modules for the following game settings: RAVENLOFT(R), BIRTHRIGHT(R), PLANESCAPE(R), DARK SUN(R), AL-QADIM(R), SPELLJAMMER(R), ALTERNITY(R), and DRAGONLANCE(R):FIFTH AGE(TM). Modules written for these specific campaign settings are published less frequently than generic AD&D scenarios (about one alternate setting per issue), and only when excellent adventures in these settings become available.We no longer publish adventures for the D&D(R) game. Design Tips Before setting out to write an adventure, familiarize yourself with the rules and game setting. Be aware of the specifics of the game system for which you are writing, whether AD&D, ALTERNITY or DRAGONLANCE: FIFTH AGE. These game systems are independent and have different rules, character types, and design features. Encounters should be described fully. Make sure no relevant details of encountered beings are left out (including pertinent statistical information such as hit points, ability scores, etc.) The weapons and equipment carried by an NPC, along with relevant personality and reaction notes, should be given with the first mention of the individual. Major NPCs should be well-rounded characters with specific motivations. All encounters, NPCs, hazards, rewards, details on the environment, and specific information required for combat or accomplishing the mission should be detailed sufficiently to allow the DM and players to run through the scenario without trouble. We strongly encourage you to use boxed text to set off material to be read aloud to the players. You can draw the boxes by hand (using a ruler) or by computer. An acceptable alternative is to leave two blank lines before and after "boxed text" in italic type, separate from the surrounding text. Additional information such as encounter tables, lists of rumors, new monsters, and magical items can be set off in sidebars. Place a note in the text near the location the sidebar will occupy ("Rumor Table Goes Here"), but place all sidebar text at the end of the module. We prefer adventures with strong plot elements - ones that tell good stories. The majority of encounters in an adventure must relate directly to the adventuring goal. Encounters that are interconnected and critical to the adventure's plot are best. Illogical adventure set-ups in which monsters and treasures are randomly thrown together should be avoided. This does not mean one cannot use random encounter tables, but the tables should be logical and consistent with the adventuring environment, making the overall adventure sensible and believable. Indoor complexes laid out in perfect symmetry are dull; use creativity, even if the final result isn't perfect architecture. Avoid using large mazes. Situations in your module that violate established game rules should be handled carefully. Certain parts of the games (such as the THAC0 system and saving throw tables in AD&D) should not be altered without extremely good reasons. Other alterations, such as new monsters and treasures , are permissible but should not be overused. You may also add new material that expands on the rules, such as optional aerial combat rules or details on adventuring in unusual environments. Don't over-reward players or underchallenge them. We will reject modules in which mighty fortresses are guarded by weak monsters, or in which the PCs can walk off with half the miscellaneous magic items in the Dungeon Master's Guide. Take the time to make rewards consistent and believable as well as balanced. Non-monetary rewards (such as a lord's gratitude or small plot of land) are equally favorable. Conversely, do not create opponents that would totally overwhelm a party. If you must use an exceptionally powerful being in an adventure, there must be a good reason for it, and the situation must be carefully handled. We have few other definite rules about how a module should be put together. We are willing to look at any innovative ideas that involve changes in a module's structure and so forth. Such innovations should not, however, interfere with the playability of the module or the gamers' enjoyment. Ideas to Explore Modules that present new magical items, monsters, weapons, or NPC classes are not as interesting as modules that present a fast-paced, exciting, enjoyable adventure. If you create something new for the game (such as a new magic item used by an important NPC), make sure its presence in the module is justified, that it is fully explained in terms of its effects in the game, and that it is reasonable and fits with the game rules. Feel free to "tweak" existing items by giving them unusual properties, such as a ring of invisibility that nullifies the wearer's ability to speak or cast spells. We are interested in seeing short adventures under 2,000 words ("Side Treks") that can be easily dropped into an evening's game. Unusual monster lairs, city encounters, and small ruins may be presented, but each should be unique, interesting, well detailed, and backed by a compelling story. Ideas to Avoid Avoid stereotypical material. Do not ask the party to: - Rescue someone's kidnapped daughter or niece. - Meet any real-life personality. - Battle a deranged wizard. - Repel what amounts to a simple humanoid infestation. - Combat an evil cleric or vampire with an undead army. - Recover an artifact (especially if it's in seven parts) or an otherwise powerful magic item. This list is not all-inclusive. There are many more overused plot devices that may seem new and fresh to you, but that we see many times each month. (This includes beginning your adventure in a tavern or inn. Iccch!) We're looking for refreshingly new ideas or fresh approaches to old ideas. WE DO NOT ACCEPT ADVENTURES THAT REQUIRE EVIL PCs or that ask the PCs to fight good characters or monsters. The PCs' mission should never be one of murder or assassination. High-level adventures should keep the balance of the game in perspective and should challenge the players without damaging the DM's world set-up. Adventures tailored for the killing of deities or the saving or ruining of worlds are not likely to be accepted. Tastelessness should be strictly avoided. Do not submit adventures involving the destruction of children or helpless persons, cruel mistreatment of animals, excessive gore or violence, descriptions of Satan or Satanism, or game versions of major religious figures. Explicit sex, the encouragement of substance abuse, offensive language, and bathroom humor cannot be used. Do not use NPCs to help the player characters excessively. NPCs who step in and eliminate all opposition to the PCs, lead the PC party, and accomplish the PCs' goals for them are very dangerous to campaigns. Set up the adventure to challenge the players, and let them make it on their own. Specific Formats In general, only proper nouns are capitalized. Monsters, character classes, NPC classes, characteristics, and weapons begin with lower case letters. The words "Dungeon Master" and the abbreviation "DM" are always capitalized. The various AD&D hardbound books are capitalized and italicized. Abbreviations of AD&D game terms usually use all capital letters and no periods (DM, NPC, HD, XP). Ability scores should be capitalized (Dexterity, Charisma). The abbreviations for hit points and coins use lower case letters and no periods (hp, gp, sp). Note that the abbreviation for "electrum piece" is ep, and the abbreviation for experience points is XP. Single digit numbers (zero to nine) are spelled out. Larger numbers are written as numerals. Never start a sentence with a numeral. Any amount over 999 should have a comma separating the thousands from the hundreds (1,500 gp). Numerals are used to identify character levels (a fighter of 4th level).When preceding a noun, the level should be hyphenated (a 2nd-level illusionist). Numbers should be written out to identify spell levels; for instance, wizard lock is a second level wizard's spell. In AD&D game systems, use numerals with inch marks (") and foot marks (') to indicate depth, height, width, and length. Hyphenate compound adjectives before nouns ("the red-haired, 10'-tall hill giant"). The names of magical items and spells should be italicized or underlined. Use capital letters only if the name of the magical item or spell includes a proper noun. List all plusses after the description of the item. List jewels in order of descending value. If there is more than one jewel with the same value, note how many there are in parentheses after the value ("There are five gems in the sack, worth 500 gp, 400 gp, 250 gp (x2) and 50 gp.") When AD&D monsters and NPCs are described in the text, the listing should use the following format in a separate paragraph: Name (# appearing): INT (intelligence); AL (alignment); AC (armor class); MV (movement rate); HD (hit dice) or NPC class and level); hp (hit points); THAC0 (to hit armor class 0); #AT (number of attacks); Dmg (damage); SA (special attacks); SD (special defenses); MR (magic resistance); SZ (size); ML (morale); XP (experience points); MM/# (Monstrous Manual and page) or MC# (Monstrous Compendium number); other notes (armor, equipment, weapons, spells, etc.) For example: Gargoyles (6): INT low (5); AL CE; AC 5; MV 9, fly 15 (C); HD 4+4; hp 25, 24, 22 (x3), 19; THAC0 15; #AT 4; Dmg 1d3/1d3/1d6/1d4; SD +1 or better weapons to hit; SZ M; ML 11; XP 420; MM/125. Jakasta the Sly (2nd-level human thief): AL CN; AC 5; MV 12; T2; hp 8; THAC0 20; #AT 1; Dmg by weapon type; S 11, D 16, C 13, I 12, W 8, Ch 10; ML 9; XP 175; thief abilities: PP 30%, OL 25%, FRT 15%, MS 30%, HS 20%, DN 15%, CW 75%, RL 5%; leather armor, dagger +2, pouch containing 15 gp and 43 sp. Use the following abbreviations for NPC classes: F = fighter, P = paladin, C = cleric/priest, W = wizard/mage, R = ranger, D = druid, B = bard, Psi = psionicist. Specialist mages should be described in the text as conjurers, illusionists, necromancers, sha'irs, defilers, chronomancers, etc. Kits should be given for those game worlds that require them. For mages and clerics, spells memorized or received should be listed in alphabetical order by level; a semicolon should separate each level of spells from the next. 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 to the players.") or indirect address ("The DM should roll 1d6.") Conventions for non-AD&D games such as DRAGONLANCE: FIFTH AGE and ALTERNITY differ greatly from the AD&D conventions detailed above. Before setting out to write an adventure for a non-AD&D game, study the conventions used in the products designed expressly for that game system. Playtesting Submissions Your module should be playtested before you complete the final draft. The best testing is done by an inexperienced DM and group who try to play from the manuscript without help. Experienced players are a good way to find rule inconsistencies, but they may gloss over basic aspects of play or assume local house rules, thereby missing some problems. The least efficient method of playtesting is for the author to run the game, because he or she tends to mentally fill in the holes, especially holes in game mechanics and encounter staging. In terms of game mechanics, was enough information given to run the adventure's NPCs and monsters? Were there any rules questions that came up during play? Did you need to reference any rules that are hard to find or use? Was the amount of treasure and magical items given out appropriate? For manuscript organization, consider: Was the text of the adventure easy to understand? Were any sections contradictory? Were any important points not covered? Was the information given in a logical order? Were the maps and diagrams neat, clearly labeled, and easy to use? 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? Did the plot flow logically from the background? Were the NPCs' actions consistent with their goals, character traits, and alignment? Did the manuscript help create the proper mood? Is the conclusion satisfying? Finally, adventures must balance danger and triumph. Are the challenges appropriate for the recommended level(s) of play? 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 did they need lots of hints? Which encounters did the players enjoy most? Please do not send playtest results with your manuscript, but use the results to create a playable, well-balanced adventure. Summary Use of these guidelines should go a long way toward making your submissions as good as possible. We want to present our readers with the best gaming entertainment that can be found anywhere, and we have to set our standards to match. We look forward to hearing from you. AD&D, AL-QADIM, ALTERNITY, BIRTHRIGHT, D&D, DARK SUN, DRAGONLANCE, DUNGEON, DUNGEONS & DRAGONS, FORGOTTEN REALMS, GREYHAWK, PLANESCAPE, RAVENLOFT, and SPELLJAMMER are registered trademarks owned by TSR, Inc. TSR, INC. is a subsidiary of Wizards of the Coast, Inc. Guidelines copyright 1997 TSR, Inc. All Rights Reserved. TSR, Inc. STANDARD DISCLOSURE FORM I wish to submit the following materials for consideration for publication by TSR, Inc., subject to all of the conditions below. Working title of submission and brief description: 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 only then 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 (check one, and provide information if necessary): ___ has never been published ___ has been published by __________________________ in ______________________________________________________________ I further warrant that the submission is original, and that its publication will not violate the rights of any third party, and 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: ___________). 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