I've written adventures for RPG's for almost 4 years now. I've statted out monsters, created plotlines, developed villains, and laid the grids for tons of random charts/items/encounters. But amidst all the zany adventures I've helped pen in the past: the pig-demon plots, child-eating clowns, cultish Kuo-Toa, remorhaz rampages—none of those great ideas can top the importance of visual layout and design. D&D adventures are, ultimately, how-to books. They're guides. They're text
The Game Our November, and Nothing More is an interactive storywriting challenge for National Novel Writing Month, played out from November 1st to December 1st. Participants will dictate a story involving the lives of six worker bees who escape their repressive hive to live on their own. Their lifespan is only a month. Using dice rolls and charts, writers will be given prompts as the days go by—telling the story in segments. There is no signup. There aren’t any real “rules.”
I’ve spent my RPG writing career (more of a series of gigs) scribbling out form-fitting adventures akin to the old Dungeon Magazine style of gaming. I would then pay an artist for some pretty pictures to sprinkle over it, then churn out some formatting, and voila: instant product for the DM’s Guild.
Not that anything is wrong with that.
My Dungeons and Dragons module writing has lured in some attention from others—a commission here, a project there—so my projects have gon