I have not sent a submission to Dungeon but I intend to very soon. I am a fan of Greyhawk so I have Living Greyhawk Gazetteer, which the team at Paizo helped write.(Hope that helps) in the LGG there are tons of ideas on where to take your campaign without telling you everything. Looking back to From the Ashes I found more open storylines. This was done with the Istivin series and I thought that was fantastic. I would imagine Eberron and Forgotten Realms have similar places just waiting to be expanded upon
How about rejected submissions being posted on a website? I would believe many DMs would be interested in them, even though they *perhaps* isn't as good as the published ones.
I sent in a Side Quest about the PC's being accused of being bandits. One of them looks eerily like a major bandit in the area. This was many years ago, when the magazine was only a year or two old. I have since found out this is a very common submission.
I have an adventure submission ready to be playtested. Once that's done, the adventure tweaked in the weak spots, and the submission proposal sent and rejected, I'll let you know.
What's funny is that Dungeon publishes plenty of adventures using supposedly no-no plots, such as:
* murder mystery -- not one, but two such adventures in the last couple of mags: the one set in Sharn, and "Shut In"
* PCs hired as mercenaries -- although this hook is supposedly off limits, I'd estimate that 75% of all adventures use it as one of the default ways to involve the PCs
* crazed wizard wreaks havok -- this was the entire plot of the recent "Shards of Eberron" adventure arc; it's also arguably the plot behind the "Age of Worms"
Dungeon also seems to have a thing for adventures that rely on modifying the rules in some fundamental way that is supposedly off-limits for adventure submissions. For example, the adventure
in which a dwarf has developed a serum to make herself and others into formians
required the introduction of a new magic item and a new template (!) -- the latter being especially non-standard in my opinion.
I think what this shows is that good adventures get published, regardless of their plot or the number or rules changes they require. Bad adventures get rejected, regardless of how closely they adhere to the guidelines.
I think what this shows is that good adventures get published, regardless of their plot or the number or rules changes they require. Bad adventures get rejected, regardless of how closely they adhere to the guidelines.
What it really shows is that if the adventure is good enough, it can overcome something that might cause a lesser adventure to get rejected automatically. The guidelines are very important to follow in terms of style and the submission process, and the "avoid these plots" suggestions are really just warnings.
If you think your idea is good enough to overcome our advice against certain plots, that's fine, but don't be surprised if we don't agree. You can't say we didn't give fair warning.