Goodman's column in Issue #6
Posted: Fri Jun 22, 2007 3:51 pm
I've just finished reading Joseph Goodman's "How to Write Adventures that don't Suck" in Crusader issue 6.
I must admit that I expected to hate this article before I had even begun to read it.
I remembered reading a very similar sort of thing in Dungeon Magazine about 15 years ago, and at the time I was simultaneously baffled, disheartened and more than a little bit angry at what the Dungeon editors had to say about the sorts of adventures they did NOT want to see.
Having finished Joe's article, however, I realize it's not nearly as offensive as the Dungeon Mag submission guidelines, and in fact contains quite a lot of good advice.
But I've still got some bones to pick, so here we go...
"The job of a published author is to produce material that the typical Dungeon Master at home could not produce."
No. That's not right.
People who buy modules fall into three general groups - Collectors, Plunderers, and Users.
"Collectors" buy a module because they've already bought all the other modules in the series. Some of them don't even read the modules - they seal them in little plastic bags and file them carefully. These folks don't care even slightly about what's inside your module, or how well it's written, or how innovative it is. They just want it to complete their set. Many of them don't even play the game on a regular basis, or at all.
"Plunderers" never run modules as written. They read as many modules as they can get their hands on, so they can steal an idea from here, a map from there, a new monster from this one, a cool trap from that one, and then assemble their own adventures from the pieces. These guys also don't care much at all about how good your module is - in fact they are probably of the opinion that "all modules suck, my stuff is so much better". As long as you've included a few interesting, original, or even just plain "usable" bits, the plunderers will be happy.
"Users", on the other hand, like to run a module as is. They don't want to burn up time changing the module to make it fit into their campaign. They don't want to adjust encounters to suit the party level, or expand on the dungeon that you've inexplicably chosen to leave unfinished. The important thing for a "user" is that the module "works" - the layout is well structured and easy to follow, the adventure is easy for the DM to wrap his head around, and the scenario doesn't fall apart when the players try something a bit unusual. Sure, the adventure has to be entertaining and fun, but the "user" isn't looking for something that he *can't* produce by himself - he's looking for something that he doesn't the time or energy to produce on his own.
So none of these folks are really looking for something that they "could not produce" by themselves. The Collector doesn't care, because he'll never run the module anyway. The Plunderer only needs a few good bits and pieces to make him happy, because he thinks he's better at writing modules than you are (and maybe he actually is), and the "User" just needs something that's easy to run, limits his prep time and maximizes his play time.
"Don't throw in a rust monster. Instead, make it a rust spider that climbs walls."
Oh no. Please don't.
This is the whole "half-celestial dire lizardman paladin-sorcerer-monk" school of thought that just makes me puke. If you're going to go to the trouble of building a new creature, please, please don't take the head from one creature and put it on the body of another and say "hehe, kewl". Put some thought into it.
BTW, "freak accident in the alchemy lab" is a lame excuse for a new creature. If that's all you can think of, don't explain it at all. It just is. Think about what the existence of your creature means for the people and creatures and plants who live near it. Why hasn't this weird and wonderful thing been encountered before?
Don't take it the wrong way - I'm a big fan of new creatures. I just don't like Franken-building. It's way too comic-book for my taste.
"Make the levels distinctive. Each level of the dungeon should feel distinct from the ones before and after it. They shouldn't blend together."
Yech. This is very video-game. Lava level, water level, ice level. Snore. And I notice you said "before and after" instead of "above and below" which means you're thinking of a linear dungeon, rather than a traditional one that's accessible by many routes.
Yes, it's fun to get the party into new and unusual environments, and some variation of this sort is definitely required. But to group these look and feel zones into levels is very contrived. Why *wouldn't* a given dungeon complex have a relatively consistent feel from level to level? Introducing wildly divergent environments within a single dungeon complex starts to break the illusion, in my opinion. And it's remarkable how frequently a dungeon "breaks through" into some other, far more ancient, system of tunnels, completely by coincidence. Don't do it!
"Every dungeon needs at least one secret door, preferably hidden in a place that the PCs won't think to look."
You're kidding, right? What's the point, boosting page-count? Secret doors need to be in places where at least *some* PCs will think to look. Otherwise, all of your content behind that secret door goes to waste. And if that's happening on a regular basis, you're just wasting effort and trees.
"Don't include too many new monsters. Players get frustrated if everything is unfamiliar."
I strongly disagree with that. The whole game is about exploring unfamiliar territory and encountering weird and wonderful things. As soon as your players start saying "oh, it's a basilisk, so that means it can do A, B and C; we should fight it this way" then you've stopped playing a fantasy RPG and started into something closer to chess or checkers. Unless the characters have already encountered the exact same creature in an earlier chamber, they shouldn't have a clue about what it can do. And if you're handing them that knowledge by giving them a creature name they can look up in a book, they're missing out on a huge part of what makes this such a great game form.
All of the above, is of course just my opinion. I quite liked the majority of the advice given in the column, there were just a few issued that bugged me, as I've laid out above.
Keep it up and I look forward to future installments,
Greg
I must admit that I expected to hate this article before I had even begun to read it.
I remembered reading a very similar sort of thing in Dungeon Magazine about 15 years ago, and at the time I was simultaneously baffled, disheartened and more than a little bit angry at what the Dungeon editors had to say about the sorts of adventures they did NOT want to see.
Having finished Joe's article, however, I realize it's not nearly as offensive as the Dungeon Mag submission guidelines, and in fact contains quite a lot of good advice.
But I've still got some bones to pick, so here we go...
"The job of a published author is to produce material that the typical Dungeon Master at home could not produce."
No. That's not right.
People who buy modules fall into three general groups - Collectors, Plunderers, and Users.
"Collectors" buy a module because they've already bought all the other modules in the series. Some of them don't even read the modules - they seal them in little plastic bags and file them carefully. These folks don't care even slightly about what's inside your module, or how well it's written, or how innovative it is. They just want it to complete their set. Many of them don't even play the game on a regular basis, or at all.
"Plunderers" never run modules as written. They read as many modules as they can get their hands on, so they can steal an idea from here, a map from there, a new monster from this one, a cool trap from that one, and then assemble their own adventures from the pieces. These guys also don't care much at all about how good your module is - in fact they are probably of the opinion that "all modules suck, my stuff is so much better". As long as you've included a few interesting, original, or even just plain "usable" bits, the plunderers will be happy.
"Users", on the other hand, like to run a module as is. They don't want to burn up time changing the module to make it fit into their campaign. They don't want to adjust encounters to suit the party level, or expand on the dungeon that you've inexplicably chosen to leave unfinished. The important thing for a "user" is that the module "works" - the layout is well structured and easy to follow, the adventure is easy for the DM to wrap his head around, and the scenario doesn't fall apart when the players try something a bit unusual. Sure, the adventure has to be entertaining and fun, but the "user" isn't looking for something that he *can't* produce by himself - he's looking for something that he doesn't the time or energy to produce on his own.
So none of these folks are really looking for something that they "could not produce" by themselves. The Collector doesn't care, because he'll never run the module anyway. The Plunderer only needs a few good bits and pieces to make him happy, because he thinks he's better at writing modules than you are (and maybe he actually is), and the "User" just needs something that's easy to run, limits his prep time and maximizes his play time.
"Don't throw in a rust monster. Instead, make it a rust spider that climbs walls."
Oh no. Please don't.
This is the whole "half-celestial dire lizardman paladin-sorcerer-monk" school of thought that just makes me puke. If you're going to go to the trouble of building a new creature, please, please don't take the head from one creature and put it on the body of another and say "hehe, kewl". Put some thought into it.
BTW, "freak accident in the alchemy lab" is a lame excuse for a new creature. If that's all you can think of, don't explain it at all. It just is. Think about what the existence of your creature means for the people and creatures and plants who live near it. Why hasn't this weird and wonderful thing been encountered before?
Don't take it the wrong way - I'm a big fan of new creatures. I just don't like Franken-building. It's way too comic-book for my taste.
"Make the levels distinctive. Each level of the dungeon should feel distinct from the ones before and after it. They shouldn't blend together."
Yech. This is very video-game. Lava level, water level, ice level. Snore. And I notice you said "before and after" instead of "above and below" which means you're thinking of a linear dungeon, rather than a traditional one that's accessible by many routes.
Yes, it's fun to get the party into new and unusual environments, and some variation of this sort is definitely required. But to group these look and feel zones into levels is very contrived. Why *wouldn't* a given dungeon complex have a relatively consistent feel from level to level? Introducing wildly divergent environments within a single dungeon complex starts to break the illusion, in my opinion. And it's remarkable how frequently a dungeon "breaks through" into some other, far more ancient, system of tunnels, completely by coincidence. Don't do it!
"Every dungeon needs at least one secret door, preferably hidden in a place that the PCs won't think to look."
You're kidding, right? What's the point, boosting page-count? Secret doors need to be in places where at least *some* PCs will think to look. Otherwise, all of your content behind that secret door goes to waste. And if that's happening on a regular basis, you're just wasting effort and trees.
"Don't include too many new monsters. Players get frustrated if everything is unfamiliar."
I strongly disagree with that. The whole game is about exploring unfamiliar territory and encountering weird and wonderful things. As soon as your players start saying "oh, it's a basilisk, so that means it can do A, B and C; we should fight it this way" then you've stopped playing a fantasy RPG and started into something closer to chess or checkers. Unless the characters have already encountered the exact same creature in an earlier chamber, they shouldn't have a clue about what it can do. And if you're handing them that knowledge by giving them a creature name they can look up in a book, they're missing out on a huge part of what makes this such a great game form.
All of the above, is of course just my opinion. I quite liked the majority of the advice given in the column, there were just a few issued that bugged me, as I've laid out above.
Keep it up and I look forward to future installments,
Greg