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Learn How to Write Adventures that Don’t Suck

Learn How to Write Adventures that Don’t Suck

How to Write Adventures That Don’t Suck. That title really does say it all. Read on to learn about the Kickstarter how you can get a copy of the book that promises to teach you how to write better, cooler, and more whiz-bang adventures for your tabletop role-playing game!

All new art forms, hobbies, or institutions flourish, and then a theory comes along to tell us why they work. As tabletop gaming continues to grow strong in its second golden age,  the gaming community is at an excellent point for reflection on what has worked before, and what has not.

With How to Write Adventures That Don’t Suck Goodman Games assembles a murderers’ row of gaming talent to pass on the benefit of their wisdom and warn us of their mistakes. The book is edited by deity of the dice, Jim Ward. Ward was a president of TSR, the company that first published Dungeons & Dragons. Ward was the creator of the first science fiction role-playing game, Metamorphosis Alpha.

Ward has assembled 25 of the greatest living role-playing game writers for this book. To cite a short list:

  • Jean Rabe, author of countless Dragonlance novels
  • Harley Stroh, creator of the Perils on the Purple Planet boxed set
  • Anne Brown, a module editor at TSR
  • Stephen Chenault, Gary Gygax’s final publisher and co-creator of Castles & Crusades
  • Skip Williams, co-creator of the third edition of a game called Dungeons & Dragons

And the list goes on… Suffice it to say, it is an impressive array of talent with decades of experience telling you what they’ve learned about writing game.

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Goodman Games knows good illustration.

Your humble correspondent was also given a peak at the table of contents for the volume, and while I swore a blood oath not to reveal it’s entirety, some of the chapters are, “There Are No Empty Rooms in the Wilderness”, “Atmosfear,” and “Something Worth Fighting For.”

Furthermore, the book is not designed for just one game or genre. It will be as applicable to your Vampire: The Requiem game as Dungeon Crawl Classics. (Speaking of Dungeon Crawl Classics, if you want to see the genius of Goodman Games at work right now, check out DCC. It takes gaming and transports it back to 1974, and has more fun than Disco Stu at a discotheque doing so.)

Accompanying How to Write Adventures that Don’t Suck is a stretch goal entitled, The Adventurer’s Almanac. It is a collection of seeds, plots, and hooks which publisher extraordinaire Joseph Goodman describes as, “centered around a fantasy calendar, and the adventuring events it can drive.”

Goodman was good enough to give Geek & Sundry a sneak peek at what awaits within The Adventurer’s Almanac. For example, there is a holiday named the Airing of the Grimoires and the Conclave of the Texts, during which a wizard library takes all its books out and suns them to prevent mildew. Wizards of all talents and stripes gather to gawk at the books, and a truce is maintained for the day, allowing dire enemies to talk without fear for that one day.

While the Kickstarter has ended, it is only a matter of time until these books are available on the Goodman Games website!

Want to learn more about Dungeon Crawl Classics? Give this podcast a listen!

What do you think makes a good adventure? Let us know below!


Image Credits: Goodman Games


Ben Riggs speaks five languages, and has lived in four countries on three continents, but still manages to lose his keys in the bathroom. A friend to man, animal, and werewolf alike, you can discover more of Ben’s thoughts on game, the universe, and everything on Twitter, or on the Plot Points Podcast, available on iTunes or Libsyn

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