Christoph the Magus said:
I've stopped reading Dungeon/submitting to Dungeon now. I mean, why bother, really? That are tons of places to submit your work, and Dungeon has become increasingly too "weird" for my taste. (At least as of the last time I read a copy-probably 2-3 years ago.)
I'd be interested to know what constitutes "too weird." And 2–3 years ago was about 24–36 issues ago, now that the magazine comes out monthly. Weird adventures have their place, but our current thinking is that people play D&D to play D&D, not to play "weird" adventures.
In any case, some advice for writers who are seeking to get published in
Dungeon.
1: Check out the latest issues; this is the best way to see what tone of adventures we're looking for, as well as what types of adventures we've already published.
2: Avoid certain monsters that have been overused in the magazine recently. Our current list of "overused monsters" includes dire rats, half-dragons, vampires, lycanthropes, and doppelgangers.
3: Make sure your adventure takes place in an interesting location. A wizard's tower is boring. If that wizard's tower is made out of a titan's femur and is perched on a mountaintop graveyard, it's not boring.
4: Make sure your villain is interesting, both in appearance and in goal. Avoid stacking on too many templates or prestige classes. Using one of these is a great way to give a villain a unique look and personality. Using lots is a great way to make the villain too complicated and weird.
5: Make sure in your proposal that you describe the adventure part, and not the backstory. We get far too many proposals that spend two pages on backstory and then less than a paragraph describing what the PCs actually get to do in the adventure. Remember; you're writing an adventure, not a short story.
6: The current caretakers of
Dungeon are really big into nostalgia. (Perhaps too much so, but that's a different story.) Don't be afraid to use NPCs, locations, monsters, or magic items from older D&D adventures. If you do, make sure to indicate where this person/place/thing came from. We're pretty obsessive about these things, but there's plenty out there that we don't remember (or never knew about in the first place). And like the template/prestige class issue; a little goes a long way in this category. A proposal that uses 6 NPCs from Forbidden City, a location from Ghost Tower of Inverness, magic items from Queen of the Spiders and new monsters from Expedition to the Barrier Peaks is overkill.
7: Keep an eye on messageboard threads like this one here (and others over at paizo.com). We editors are usually lurking and watching, and once in a while we post stuff
Currently, what
Dungeon is looking for the most are low-level adventures. Particularly, shorter low-level adventures (5,000 to 8,000 words). We also hope to publish adventures once in a while that incorporate some of the capstone systems that Wizards of the Coast produces, but we only rarely see proposals for them. (I'm talking here about psionics, epic level, ghostwalk, incarnum, and similar alternate systems.) In one way, it's harder to get one of these adventures accepted since we probably won't print more than one a year (for each capstone system), but in another... you probably won't have much competition.
And keep posting those rejected adventure proposals! They're fun! If I can find where I put my big folder of rejected adventrue proposals, I'll post some of them here too.