getting published

MerakSpielman

First Post
ok, this must be asked here all the time, but I generally don't frequent the Publishers forum.

But, hypothetically speaking, if I had an adventure, what would I have to do to get it published as a module? Can I just sell it to a D20 printing company? What is the format and protocol for doing such a thing?

What about novels based on D&D? I think I'd have to go through WoTC for this, but am I right? If I don't use their worlds, can I publish books based on OGL stuff elsewhere? Can I put "Dungeons and Dragons" on the cover? Where would I submit such a thing?

thanks,

Merak

PS: I know mods don't sell well and make much money, so don't go there right now. I just want to explore options.
 

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It would seem to me that most D20 companies have their own way of doing modules. I'm assuming that your module is system generic, in that it's not set in Bluffside, or Scarred Lands, or anything like that. I can tell you that if you wanted S&SS to publish it, or MEG, for example, they'd be looking for something that would be set in their setting. There seems to be a handful of companies that publish setting-independent modules. MonkeyGod comes to mind right away on that front.

I imagine that most D20 companies are always looking for good talent, but I also know that modules are lucky to break even on sales. So, most companies wouldn't actively pursue modules to publish, unless there was something pretty special about them.

With all that said, I would submit the module to those companies that you think the module would fit in best. Like, if it could be set in Bluffside, and sold as a Bluffside module, then market it to THG_Hal, and see what he thinks about it. Or, if it could be adapted to Oathbound, Jim at Bastion might be interested in selling it as an Oathbound module. Companies are eager to market modules that "advertise" their campaign world. It helps build up the world when there is lots of source material for it.

On the novel thing, I honestly have no idea. I know this much - it can't feature the words Dungeons & Dragons since even D20 products can't do that (aside from stating it requires the Dungeons and Dragons player's handbook, or something like that). So, that's out. The other stipulation of being a D20 product is that it has to contain 5% OGC, which a novel typically would have none. Unless you provided stats for all the major NPCs in the back of the book, and included new source material, like new magic items, or new spells or something like that. The D20 license isn't really designed for novels.

I wouldn't think that there'd be anything stopping you from writing a novel about Bluffside, Oathbound, or Scarred Lands, assuming you got permission from their respective copyright holders. And then, it'd be just a regular novel, set in those settings. There'd be no mention of D20, or D&D anywhere on the product, though, which might hurt sales quite a bit.
 
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As far as the module goes, the most likely avenues of choice (assuming it is in a generic setting) would be reading and following the submission guidelines to MonkeyGod Enterprises and/or Dire Kobold. Both are committed to publishing adventures (although Dire Kobold will be pdf only).

Writing and successfully selling a novel is a whole other battle. Unless you get Wotc to purchase the rights, you will not be able to use the D&D logo. However, there are other d20 publishers beginning to test the novel waters. Both Bastion Press and Mystic Eye Games have plans to release a single novel for their own campaign settings. The success of those will likely determine whether there are more.
 


As far as selling the module goes, if it's not too long (meaning under 15,000 words) you may want to look into Direkobold.com. If it's longer, your options are pretty open but it is doubtful that anyone would want to take a look at it unless it is simply outstanding. There simply isn't enough profit in it. While you may not be interested in the money, any company who would want to invest time and effort into your project is going to have to consider this. You might be better served publishing it yourself as a pdf or going to RPGnow.

About the novel, it can't have anything that could be percieved as copyright infringement, so no WotC stuff unless they buy the rights. You can write a story about D&D, but there are some things that you would have to "adjust" to make it salable and to avoid copyright problems. There are actually a lot of sites on the internet that have advice to people looking at writing a novel. I would suggest first going to the Science Fiction and Fantasy writers of America's web page (www.sfwa.org/). They have many resources and articles outlining where to begin, how to submit a story, and things to watch out for.
There are a lot of publishers you can submit stories to, but some do not accept unsolicited manuscripts. Do your homework before you submit anything. Just because it doesn't have the D&D logo associated with it doesn't mean that it might not do well. Editors are always looking for the next big hit and if they like it well enough they will work with you to get it published.
BTW, I've read some posts and it seems many people have a misconception about a copyright. Once you have put your story into a tangible form, (meaning onto a computer screen, on paper, whatever) it is copyrighted to you. If a publisher likes your book well enough to publish it, he'll copyright it (meaning officially) for you. They want you to write more to make money for them. You can always copyright your own work to you (officially) by sending to Washington. It costs about 20-30 bucks. How writers lose out on money has more to do with the contract they sign about the book, not the copyright.
 

I assume that module publishers want all the rights in their own name because of 1) legal issues with eventually releasing it OGL to the public and 2) it's hard enough to pull a profit on it as it is?
 

Copyright stuff

"BTW, I've read some posts and it seems many people have a misconception about a copyright. Once you have put your story into a tangible form, (meaning onto a computer screen, on paper, whatever) it is copyrighted to you. If a publisher likes your book well enough to publish it, he'll copyright it (meaning officially) for you. They want you to write more to make money for them. You can always copyright your own work to you (officially) by sending to Washington. It costs about 20-30 bucks. How writers lose out on money has more to do with the contract they sign about the book, not the copyright."

I used to work in publishing, kaiscomet is pretty much right about this stuff. The "official" copyright (sending it and getting it registered by the US Copyright office) is really more about providing a date on an official government record for the creation of your written product/story/what have you. It's basically an insurance policy in case some time in the future there is a question of authorship, of who actually wrote something (which almost never happens). In film (I also worked in that biz) screenwriters have the Writers Guild which does essentially the same thing (registers written creative material), but also provides legal defense for its members and/or arbitration for authorship disputes (which seems to be a more frequent problem in film...seazy biz, that's partly why I left).

When a writer writes something, they own the characters, setting, etc. Their creation is essentially their property and their potential annuity in the future (and that of their heirs for 75 years after their death!). Sometimes a writer will sell away the rights to their setting, characters, etc. (hopefully for good money). This is what often happens in Hollywood, a studio or producer will buy the property forever, it becomes theirs to do with what they will and rights to characters, setting, etc. become theirs. Sometimes they merely option a property, this means they take posession of the rights for limited amount of time (one or two years is common) in which to get a movie made of the project. If they do get it made, they then own the property outright, usually (and the writer hopefully gets more compensation on the "back end"). If a movie doesn't get made in that time period, the rights revert back to the screenwriter and he gets to try an sell or option it again, if he can.

Publishers don't normally buy the rights to a story from authors, they just buy the right to put the property into the market. The right to sell a story to Hollywood, to toy companies, what have you, usually remains with the writer (though anything can be negotiated in a contract and sometimes is).

Things get a little more complicated when someone writes a novel for D&D, Star Trek or Star Wars, etc. In those cases, a person has really just been hired to write stories for characters, settings, etc. that were created by someone else previously - the author doesn't own those characters and it probably says so in any contract they sign with whoever is hiring them. In this case the copyright of the original creator takes presedence over the creation of the later author.
 

That is actually not at all true in the game world. Any publisher will purchase your work as "work for hire," meaning the publisher gets all the rights. That might be the case in the book world, but not with gaming products. There are very few (Gygax, etc) who are able to demand the ability to keep the rights.

Clark
 

Orcus said:
That is actually not at all true in the game world. Any publisher will purchase your work as "work for hire," meaning the publisher gets all the rights.

Actually, that isn't strictly true in that you can't technically have a 'work for hire' contract for material that already exists only for commissioning works to be produced. Even then, every contract I've had has specifically outlined which rights I'm granting to the publisher.

Also, some companies have gotten a bit pushy over what they can grab under Work For Hire contracts, including demanding the rights to all concept artwork, even refused pieces. I don't know of any RPG publisher who has done this but I could name several non-RPG companies that have tried this trick to varying degrees of success... Could but won't. I'm getting too old to start a new career.


One thing I'm pleasantly surprised at is I've yet to hear of any publisher taking advantage of a massive yet little known loophole in Australian copyright law - that, basically, anything the creator publishes via the web automatically becomes public domain.
 


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