From: brian_vickers@isd.jpl.nasa.gov (Brian Vickers) Subject: Dungeon Magazine Submission Guidelines Date: 24 Mar 93 21:36:45 GMT DUNGEON(R) ADVENTURES 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 un- read 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 text (including your name and other required information) must be uploaded with your proposal. We can respond to proposals via e-mail, saving you time and postage, but if we request a complete manuscript, DO NOT send it via e-mail. Send us the maps, manuscript, disclosure form, and SASE by mail for our evaluation. RIGHTS AND PAYMENTS Any module published in DUNGEON Adventures becomes the sole property of TSR, Inc. and of DUNGEON Adventures. We purchase all rights to any submission that makes use of TSR'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 60 days after publication of the module, at a basic rate of 5-6 cents per word. In addition to this word rate, you receive a set amount for original map designs even though, in almost all cases, maps are redrawn by our staff cartographer. 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, business-size 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 diskette, we prefer to return the entire manuscript, as we may have noted specific problem areas in the text itself. We never respond to a writer who does not enclose an SASE with his 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 module 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. We won't even look at handwritten modules. Type your name, your address, and the approximate word count on the first page. The text should appear on one side of the page only. Use clean white sheets of 8-1/2" x 11" paper. 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 any sort of binder. Don't forget to remove the tractor feed holes and to separate the pages of computer-printed documents. Please number each page of your manuscript. If you send a photocopy of your module to us, be sure it is on good quality paper. Slick, excessively gray, or streaked photo- copies are not acceptable. 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 typewritten pages (20,000 words maximum). Longer submissions cannot be considered. Consistently poor spelling, grammar, or sentence structure will almost certainly cause a module to be rejected. We don't insist that manuscripts be perfect, but we look more favorably upon those that require little editing. Computer users, please use your spelling 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. Include the title, key, scale, and direction of north on all maps. North should be at the top of all maps unless there is a compelling reason for a different orientation. Put each map on a separate 8-1/2" x 11" sheet of 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. Make sure that all artwork and maps sent with the module are neatly prepared 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 straightedge to draw the straight lines on your final copy. Darken solid areas (such as the rock around a dungeon complex). Whenever possible, draw in the furnishings or obvious features of an area. Use icons (stylized drawings) for beds, desks, ladders, trap doors, curtains, etc. Try to make your icons readily understandable without a map key (see previous issues of DUNGEON Adventures for typical map designs). 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; special cases should be noted. 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). If, however, the inn is building 5 on your town map, you may label its rooms 5A, 5B, etc. on the inn detail map. Always check your maps against the finished module text. Make sure you have described all relevant areas on the maps and have not mislabeled anything. MODULE CONTENTS A game module should contain the following elements: -- A description of the player characters (classes, races, level range, total levels, etc.) that would be best for the adventure, the characters' briefing ("For the Players") before the adventure, and what equipment and special information they need at the mission's start. -- A Dungeon Master's briefing ("For the Dungeon Master"), 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 other 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 Dungeon Master 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 ad- venture's story goals. Do not include statistics for player characters, as players usually wish to bring their own characters into the game. You should plan on no more than eight player characters per adventure, and preferably 3-6. Large groups are difficult to assemble and hard to control. MODULE SETTINGS Modules should be easily adaptable to most campaigns. Your adventure may be set in any TSR game world, as long as the modules conform to available references describing that particular world. Adventures may also be based on previously published modules copyrighted by TSR, Inc. Avoid using any settings or material extracted from copyrighted sources, other than those owned by TSR, Inc. Our most recent survey indicates that the settings our readers prefer are generic AD&D, the FORGOTTEN REALMS(R) campaign, GREYHAWK(R) adventures, the RAVENLOFT(R) demiplane, generic D&D game settings, and DRAGONLANCE(R) adventures, in that order. Less-popular types of adventures include D&D Known World adventures, Viking adventures, DARK SUN(TM) modules, SPELLJAMMER(R) voyages, and AL-QADIM(TM) adventures. We will publish these infrequently, when excellent adventures become available. We probably won't publish Oriental, Lankhmar, African, HOLLOW WORLD(R), or Maztica adventures. DESIGN TIPS It is essential that you be completely familiar with the games for which you are designing modules. You should be aware of the specifics of the AD&D and D&D game systems, which differ despite their similarities. For example, a dwarf in the AD&D game is a racial type but not a character class; in the D&D game it is both. These game systems are independent and have different monsters, magical items, spells, character classes, and time and movement scales. Do not confuse them in your text. Encounters should be described fully whenever possible. Make sure no relevant details of encountered beings are left out (such as hit points, alignments, or strength scores). The weapons and equipment carried by an NPC, along with relevant personality and reaction notes, should be given with the first mention of the character. Major NPCs should be well-rounded characters with specific motivations. All encounters, NPCs, hazards, rewards, details on the environment, and special 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 used boxed text to set off material to be read aloud to the players. You can draw the boxes by hand or by computer. An acceptable alternative is to leave two blank lines before and after "boxed text." Additional information such as encounter tables, lists of rumors, new monsters and magical items can be set off in side- bars. Place a note in the text near the location the sidebar will occupy ("Rumors 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. It is vital that the majority of encounters in an adventure relate directly to the adventuring goal. Excessive use of random encounters works against the adventure. Encounters that are interconnected and critical to the adventure's plot are best. Illogical adventuring set-ups in which monsters and treasure 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 boring; use creativity, even if the final result isn't perfect architecture. Avoid using excessively large maze areas. 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) should not be altered without extremely good reasons. Other alterations, such as new monsters, treasures, or society types, are permissible but should not be overused. You may also add new material that expands on the rules, such as details on adventuring in unusual envi- ronments. Don't overreward players or underchallenge them. We will reject modules in which mighty fortresses are guarded by weak guards, or in which the PCs can walk off with diamonds the size of cars. Take the time to make rewards consistent and believable as well as balanced. 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're willing to take a look at any innovative ideas that involve changes in a module's structure, setting, and so forth. Such innovations should not, however, interfere with the understanding and use of the module, and they should enhance both the module's playability and the gamers' enjoyment. IDEAS TO EXPLORE Modules that present new magical items, monsters, weapons, or NPC classes are valuable but not as interesting as modules that present a fast-paced, exciting, enjoyable adventure. Avoid introducing more than three new things (items, spells, monsters) in an adventure. If you create something new for the game, make sure that 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 in with the game rules. We are interested in seeing solo modules, modules designed for special groups of player characters, and any other unique adventures, but our basic interest is in modules that can be used by the widest number of gamers, using a broad mix of character types and equipment. Short adventures under 2,000 words ("SideTreks") that can be easily dropped into an evening's game are especially useful. Unusual monster lairs, city encounters, and small ruins may be presented, but each should be unique, interesting, well detailed, and part of a complete story. Solo adventures are very welcome and may be of several types. Adventures for one DM and one player are always useful. Solo adventures that require no DM are more difficult to write. These generally are in the numbered-paragraph style, wherein the reader-protagonist makes decisions and turns to new sections of the story to discover the results. If you submit this style of solo adventure, you must include a flow chart showing all decision points in the plot. Other innovative forms of solo adventures are also welcome. IDEAS TO AVOID Avoid stereotyped material. Do not ask your party to: -- Rescue someone's kidnapped daughter. -- Meet any real-life personality. -- Race against time to save the world from a horde of fiends from the Abyss. -- Battle a crazed wizard (thinking opponents are better) -- Repel an orc infestation. -- Combat an evil cleric or vampire with an undead army. -- Recover an artifact (especially if it is in seven parts). 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. Try to describe a fresh, creative story for our readers to adventure in. We do not accept adventures that require evil PCs or that ask the PCs to fight good characters or monsters. The PCs' mission should not 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 write adventures involving the destruction of children or helpless persons, excessive gore or violence, descriptions of Satan or Satanism, or game versions of major religious figures. Explicit sex, the encouragement of drug or alcohol abuse, offensive language, and bathroom humor cannot be used. Do not use nonplayer characters (NPCs) to help the player characters excessively. NPCs who step in and eliminate all oppo- sition to the PCs, lead the PC party, and accomplish the PCs' goals for them are very dangerous to campaigns. Avoid introducing NPCs who tag along with the party. 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 lowercase letters. The words "Dungeon Master" and the abbreviation "DM" are always capitalized. The various AD&D hardbound books are also capitalized and italicized. Abbreviations of D&D and AD&D game terms usually use all capital letters and no periods (DM, NPC, HD). Ability scores should be capitalized (Dexterity, Charisma). The abbreviations for hit points and coins use lowercase 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. A space should be left between the amount of treasure and the coin abbreviation (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 (a second-level illusionist spell). Use numerals with inch marks (") and foot marks (') to indicate depth, height, length, and width. 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. Example: "There are five gems in the sack, worth 500 gp, 400 gp, 300 gp ( X 2), 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 (num- ber of attacks); Dmg (damage); SA (special attacks); SD (special defenses); MR (magic resistance); SZ (size); ML (morale level); XP (experience points); Monstrous Compendium (MC) number; other notes (armor, weapons, possessions, spells, etc.). For example: Ghouls (3): INT 5; AL CE; AC 6; MV 9; HD 2, hp 10, 7, 6; THAC0 19; #AT 3; Dmg 1-3/1-3/1-6; SA paralyzation; MR nil; SZ M; ML 12; MC1. Lars Longtooth: AL CN; AC 2; MV 9; F8; hp 52; THAC0 13; #AT 3/2; Dmg by weapon type; S 17, D 16, C 15, I 9, W 10, Ch 13; ML 11; long sword +1, chain mail +2, shield, long bow. Use the Monstrous Manual page listing when that reference becomes available in July 1993. Use the following abbreviations for NPC classes: F = fighter P = paladin C = cleric M = mage R = ranger T = thief D = druid B = bard S = psionicist Other specialist mages should be described in the text as conjurers, illusionists, necromancers, sha'irs, defilers, etc. Kits should be given for those game worlds that require them (for example, the AL-QADIM setting). For mages and clerics, spells memorized or received should be listed in alphabetical order by level; a semicolon should sepa- rate each level of spells from the next. When D&D monsters and NPCs are described in text, the listing should use the following format: Name: AC; HD; hp; MV; #AT; Dmg; Save; ML; INT; AL; XP value; manual/page reference; other notes. For example: Orc: AC 6; HD 1; hp 6; MV 120'(40'); #AT 1; Dmg by weapon type; Save F1; ML 8; AL C; XP 10; RC 199. If more than one monster of a type is encountered, separate the monsters' statistics by commas (see the example of three ghouls). Short statistics for repeat monsters with differing hit points can appear in parentheses: "The PCs are attacked by another giant rat (hp 4)." 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 boxed text to the players.") or indirect address ("The DM should roll 1d6.") 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 dia- grams 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 be found anywhere, and we have set our standards to match. We look forward to hearing from you. AD&D, D&D, DRAGONLANCE, DUNGEON, DUNGEONS & DRAGONS, FORGOTTEN REALMS, GREYHAWK, HOLLOW WORLD, RAVENLOFT, and SPELLJAMMER are registered trademarks owned by TSR, Inc. AL-QADIM and DARK SUN are trademarks owned by TSR, Inc. (C)1993 TSR, Inc. All Rights Reserved. Revised March, 1993 TSR, INC. STANDARD DISCLOSURE FORM I wish to submit the following materials for your consideration for publication, subject to all of the conditions below. Working title of submission and brief description (please print): 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 then only 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 (has never been published) (has been published by __________________ in ________________________________ ), that it is original, and that its publication will not violate the rights of any third party. I also warrant 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: __________ ). Please type or print the following: Name (Signature if form is mailed): Mailing Address: Zip Code or Postal Code: Country: Phone: Date: