How to Write Adventure Modules That Don’t Suck


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Advice on how you can write great adventures – from the company that has published more than 200 top-notch adventures!


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Many years ago, when Goodman Games was first starting out, many sage elders in the industry gave Joseph Goodman advice on what to publish. The most common advice received was: “Don’t publish adventure modules. They don’t sell.”

What we have learned since then is that advice is largely true. Poorly written, uninteresting, uninspired adventure modules do not sell.

But the good adventure modules – the exciting ones – that ones that read well and play well at the table – they become treasured memories for us all. They become legends. These adventures are the shared experience that builds our community. We remember our exploits, ask each other how a different group handled that encounter, and lament the secret doors we may have missed. We tell our friends about the climactic finale; we are in turns surprised and devastated and thrilled as we navigate the encounters. And most importantly, if an adventure is fun to play – if the game master and the players both have a blast – then we tell our friends, and they play, and they tell their friends, and that adventure becomes a community builder. It is played thousands and thousands of times. It becomes a legend.

This book is about how to create tabletop RPG adventures that become those legends. This book is about how to write great adventure modules – the ones that gamers can’t stop talking about.

Favorite perk ($45)

Print Backer – Both Books

You’ll receive a print & PDF edition of How to Write Adventure Modules That Don’t Suck as well as The Adventurers Almanac. The latter will be in softcover. The former, depending on stretch goals, will be either hardcover or sortcover, with possible other options.

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