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I'm writing an adventure, what should I know first?
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<blockquote data-quote="Astrosicebear" data-source="post: 6409974" data-attributes="member: 67017"><p>The first thing you need to know is if you will legally be able to publish it. If your adventure includes a Mind Flayer, you will not.</p><p></p><p>AT this point there is no legal standing one way or the other for 5E material. You could put all this hard work into it, only to have a cease and desist from WOTC.</p><p></p><p>Mind Flayers, and numerous other specialty monsters are copyrighted by WOTC and do not appear in the older OGL/SRDs. This means you cannot use those monsters and get away with it legally.</p><p></p><p>Without an SRD or license, at this point publishing anything but a 'free fan creation' is very, very sketchy, so be forewarned.</p><p></p><p>NEXT.</p><p></p><p>Read other modules and find out what works and doesnt work. Read reviews. Look at layout. You seem to have a large scope for your module, but one to two sessions is really small game time for a large scope. It may not have the impact you want. But keeping it small to start is the way to go.</p><p></p><p>I suggest you look into AdventureAWeek Games (<a href="http://adventureaweek.com" target="_blank">http://adventureaweek.com</a>). Right now they arent doing anything for 5e until WOTC announces publishing rights, but they always take pitches for adventures in PFRPG and 3.5.</p><p></p><p>Even a short one to two session adventure can take a long time to format, write, and edit. Dont rush through things, and get a good editor to really look your stuff over. Then get a mechanical editor to make sure you maths are right. Then get a legal editor to make sure you are within the bounds of whatever system license you use.</p><p></p><p>Be open to suggestions. When the editors look at your stuff they are going to see changes that need to be made, even story elements. Be open to those changes.</p><p></p><p>Writing for publication is a different animal than writing a plot out for your home game. The trick is to not let the process sap the creativity out of you, and just try to make the most fun session for the end players.</p></blockquote><p></p>
[QUOTE="Astrosicebear, post: 6409974, member: 67017"] The first thing you need to know is if you will legally be able to publish it. If your adventure includes a Mind Flayer, you will not. AT this point there is no legal standing one way or the other for 5E material. You could put all this hard work into it, only to have a cease and desist from WOTC. Mind Flayers, and numerous other specialty monsters are copyrighted by WOTC and do not appear in the older OGL/SRDs. This means you cannot use those monsters and get away with it legally. Without an SRD or license, at this point publishing anything but a 'free fan creation' is very, very sketchy, so be forewarned. NEXT. Read other modules and find out what works and doesnt work. Read reviews. Look at layout. You seem to have a large scope for your module, but one to two sessions is really small game time for a large scope. It may not have the impact you want. But keeping it small to start is the way to go. I suggest you look into AdventureAWeek Games ([URL="http://adventureaweek.com"]http://adventureaweek.com[/URL]). Right now they arent doing anything for 5e until WOTC announces publishing rights, but they always take pitches for adventures in PFRPG and 3.5. Even a short one to two session adventure can take a long time to format, write, and edit. Dont rush through things, and get a good editor to really look your stuff over. Then get a mechanical editor to make sure you maths are right. Then get a legal editor to make sure you are within the bounds of whatever system license you use. Be open to suggestions. When the editors look at your stuff they are going to see changes that need to be made, even story elements. Be open to those changes. Writing for publication is a different animal than writing a plot out for your home game. The trick is to not let the process sap the creativity out of you, and just try to make the most fun session for the end players. [/QUOTE]
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