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RPGA: Competitors are rising to the challenge
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<blockquote data-quote="DavidRoz" data-source="post: 1125501" data-attributes="member: 14227"><p><strong>ARPL Authors</strong></p><p></p><p></p><p></p><p>The Adventure Role Playing League is working on a format and writers guide. Again, we are fairly new, and these things take time. However, we are looking for adventures now, so we are not focusing on format all that closely. Generally, if you use te format used by publishers of adventures or RPGA-type modules, or if the adventure is easy to use by a judge adn presents the information clearly, we will be happy to work with it. Even if the adventure is written haphazardly with regard to format, we might be willing to work with it if it is a good adventure and set it into a reasonable format.</p><p></p><p>Generally, games should fall into either a table of 3-6 players, or 4-8 players, and should be playable in 4 hours. We do accept series of adventures, maybe meant to be played in succession.</p><p></p><p>Yes, we pay royalties to authors. All adventures submitted by freelance authors are covered by a contract. We pay 34 cents per league player who plays the adventure, paid quarterly. It's not a lot, but this is a hobby. We ask for exclusive first publishing rights, generally for about two years. The writer retains all rights, and we ahve no claim on teh material once the rights expire. We also accept games that may have been published elsewhere or played outside the league; we pay no royalties in these cases, and the games run as "unscored games" since we cannot know if players have played the adventure before.</p><p></p><p>WE are looking for D&D 3.5 and D&D 3.0 games as our first choice, but keep in mind that ARPL supports all published game systems. If you want to write an adventure in your favorite game system, please feel free to do so.</p><p></p><p>We accept submissions for capsule adventures (what have been called "Classic Adventures" by other groups) in any game system. Send them to <a href="mailto:editor@arpl.org">editor@arpl.org</a>. IF we like your adventure, we will be in touch.</p><p></p><p>Submissions for use with particular ARPL adventure settings (as we get them) should be submitted to the adventure setting director in charge of that adventure setting, or they can be sent to ARPL at <a href="mailto:editor@arpl.org">editor@arpl.org</a> and the editor will forward them to the right person.</p><p></p><p>As for tips for authors, I would say, be careful not to let the adventure drag on too long by writing in too many encounters. Playtesting is always good, but if you can't find a playtesting group, don't let that stop you. Make sure all rules needed are listed by page number from the core rulebook you are using, and clearly define any unusual use of rules or new rules and creatures. GMs like to ahve the information on these in the text when they need it, and at teh end in an appendix. Avoid lengthy combats, and realize that a weapon that does generally 12 points of damage on average will take a few hours to battle a 310 hp dragon.</p><p></p><p>Give the players a twist, but don't bury them in too much roleplay. ROleplay never goes as expected, so long drawn out mysteries can be disappointing to players. At teh same time, don't make it all a slug fest unless the game system is geared towards that (such as X-Crawl).</p><p></p><p>The main tip I can give is that authors should know how to tell a story, and should have some understanding of plots. There are plenty of writer's books on how to write good plots. Good writing, grammar, spelling and communication skills are necessary, and if your writing skills are not honed, then it will show and the adventure will suffer for it.</p><p></p><p>Thanks for asking.</p><p></p><p>Keep 'em Rolling,</p><p>David A. Rozansky</p><p>League Director</p><p>Adventure Role Playing League</p><p></p><p><a href="http://www.arpl.org" target="_blank">www.arpl.org</a></p></blockquote><p></p>
[QUOTE="DavidRoz, post: 1125501, member: 14227"] [b]ARPL Authors[/b] The Adventure Role Playing League is working on a format and writers guide. Again, we are fairly new, and these things take time. However, we are looking for adventures now, so we are not focusing on format all that closely. Generally, if you use te format used by publishers of adventures or RPGA-type modules, or if the adventure is easy to use by a judge adn presents the information clearly, we will be happy to work with it. Even if the adventure is written haphazardly with regard to format, we might be willing to work with it if it is a good adventure and set it into a reasonable format. Generally, games should fall into either a table of 3-6 players, or 4-8 players, and should be playable in 4 hours. We do accept series of adventures, maybe meant to be played in succession. Yes, we pay royalties to authors. All adventures submitted by freelance authors are covered by a contract. We pay 34 cents per league player who plays the adventure, paid quarterly. It's not a lot, but this is a hobby. We ask for exclusive first publishing rights, generally for about two years. The writer retains all rights, and we ahve no claim on teh material once the rights expire. We also accept games that may have been published elsewhere or played outside the league; we pay no royalties in these cases, and the games run as "unscored games" since we cannot know if players have played the adventure before. WE are looking for D&D 3.5 and D&D 3.0 games as our first choice, but keep in mind that ARPL supports all published game systems. If you want to write an adventure in your favorite game system, please feel free to do so. We accept submissions for capsule adventures (what have been called "Classic Adventures" by other groups) in any game system. Send them to [email]editor@arpl.org[/email]. IF we like your adventure, we will be in touch. Submissions for use with particular ARPL adventure settings (as we get them) should be submitted to the adventure setting director in charge of that adventure setting, or they can be sent to ARPL at [email]editor@arpl.org[/email] and the editor will forward them to the right person. As for tips for authors, I would say, be careful not to let the adventure drag on too long by writing in too many encounters. Playtesting is always good, but if you can't find a playtesting group, don't let that stop you. Make sure all rules needed are listed by page number from the core rulebook you are using, and clearly define any unusual use of rules or new rules and creatures. GMs like to ahve the information on these in the text when they need it, and at teh end in an appendix. Avoid lengthy combats, and realize that a weapon that does generally 12 points of damage on average will take a few hours to battle a 310 hp dragon. Give the players a twist, but don't bury them in too much roleplay. ROleplay never goes as expected, so long drawn out mysteries can be disappointing to players. At teh same time, don't make it all a slug fest unless the game system is geared towards that (such as X-Crawl). The main tip I can give is that authors should know how to tell a story, and should have some understanding of plots. There are plenty of writer's books on how to write good plots. Good writing, grammar, spelling and communication skills are necessary, and if your writing skills are not honed, then it will show and the adventure will suffer for it. Thanks for asking. Keep 'em Rolling, David A. Rozansky League Director Adventure Role Playing League [url]www.arpl.org[/url] [/QUOTE]
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