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
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