Are you writing your own adventures, or at least planning before a game? Even if you don’t think you’re up to the standards of Dungeon magazine – and considering twelve-issue Adventure Paths™ series they’re now only publishing twenty-four adventures per year, so those it’s pretty competetive – you would still do well to look at Dungeon magazine’s submissions guidelines. This is free adventure writing advice from the people who have been publishing such things for twenty years now, so it’s worth checking out!
I’m particularly amused by the list of stereotypical adventure ideas to avoid, since I’m guilty of at least half of these myself:
Avoid stereotypical material. We usually reject adventures in which the heroes must:
- Rescue someoneâ€™s kidnapped daughter.
- Solve a murder perpetrated by a doppelganger.
- Retrieve an ancient artifact.
- Battle a deranged wizard or sorcerer.
- Repel a simple humanoid infestation.
- Defeat an undead army.
- Prevent the â€œassimilationâ€? of their town.
This list is not all-inclusive. There are many more overused plot devices that might seem new and fresh to you, but that we see many times each month. (This includes beginning your adventure in a tavern or inn. Donâ€™t do it.)
Dungeon magazine’s submissions guidelines. Clicky clicky.