What should a good DDI article pitch look like?

Inyssius

First Post
I'm interested in submitting some articles to Dragon Magazine, and possibly Dungeon as well. I know that my odds of even getting a reply are frankly terrible, of course, (the term roulette by mail springs to mind) so my hopes are decidedly not up... but I'm interested anyway.

So. Is there anything I might be able to learn ahead of time to improve my chances? What are Wizards looking for in an article? What are they looking for in a pitch? What catches an editor's eye, what's the right level of formality in this situation, what does DDI need right now? I know a lot of first-party 4e designers post here; any tips would be much appreciated (from you--them--whatever, or anyone else with something to add).



(And before you ask: yes, I have already read the submission guidelines.)
 

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It's a good question to which I don't have a good answer.

However, my wife was published in print dragon twice, and she basically pitched a dozen or so ideas to them before finally getting an article accepted.

She also wrote 2 or 3 ecologies for them that never got pubilished. She really enjoyed writing up the ecology of the Slaad. But the part she loved about writing up the ecologies was the little introductory story. Between the time the articles were requested there was a change in management and direction of the magazine.

Basically at the time they really wanted Class Acts style articles so that is what she ended up writing.

Also, don't be afraid to ask what they might be looking for, they tend to be chomping at the bit for certain style of articles and the best way to be published is to write what they're looking for.

Be prepared to be rejected. Alot. I think this is one thing that all writers will tell you, but it's not something you can prepare well for. I mean JK Rowlings was rejected by MULTIPLE publishing houses before someone finally took a chance on her. I imagine the people that rejected her are kicking themselves or were fired, or worse.

Be flexible, be willing to write about anything.

Anyway, I've gone way off course. Good luck. :)
 

Inyssius, all of the three Insider pieces I've worked on started with Chris Youngs coming to me with a specific assignment he needs to fill, along the general lines of "an article about X as part of the Y series, ### words total with ## words of flavor hook."

I then come up with some ideas about how to approach that: for example, these are the suggestions I had for the piece that became Warden Essentials:

The idea I like best for the flavor hook is the Forest Moon, which is a silver crescent symbol that woodsfolk hang up in a tree when they need help. The origin of the symbol is that the sight of a warden's curved polearm blade (referencing the class archetype the char op guys call the "reacher") rising out of the treetops like a waxing crescent moon was a sign of hope. Because of the fearsome reputation of the wardens, hanging up the crescent can often serve as a scarecrow to keep trouble away. Putting glyphs on the crescent can serve to alert forest defenders of specific types of peril, like bandits or an incursion of kruthiks. I like this because it references the warden but can provide a hook for any party members, and any warden can make it part of their own story - it's not something you have to build in at character creation, although we can offer some reach weapon-focused mechanics.

Other ideas I had were:

- Mossbacks are an order of wardens known for encouraging forest mosses and lichens to grow on their armor and vestments. These growths remain on them even when they are in guardian form. There could be a mechanical effect of the moss (e.g. treating it like a magic item or feat in addition to a mossback paragon path) but mostly I thought of it as a visual cue that'd make for a striking illustration.

- The Lost College was a campus of the War College (referenced in other articles in this series) that was destroyed and its ruin overgrown by wilderness. The College still has students, however. Some wardens claim to be taught directly by the ghosts of the former instructors, while certain fey and woodland types have also set up shop in the ruins to pass on the lineage of the wisdom imparted to them by the ancient spirits. Those wardens trained by the Lost College have certain distinctive abilities (game mechanics here), but are regarded with suspicion or scorn by affiliates of other War Colleges.

That's not the same as a pitch that I initiated, but it might give you some idea of the level of detail I've used in communicating with Chris about projects he initiated. This was my first Insider assignment; in later ones I think I've been even briefer in my thumbnail sketches.

However, I think the more useful advice is "how do I get to be in the position of having Chris come to me with assignments?"

For me, this came about because I responded to an ad for a staff designer at the Wizards job page. I didn't get hired for the full-time position, but as the second step of the application I was asked to submit a design test that involved writing powers, monsters, etc. Based on that opportunity to show my chops, James Wyatt offered me an assignment doing a section of Martial Power II (and also gave me individual feedback on the design test that substantially improved said chops).

Design jobs don't get posted all that often, but you should certainly apply when they do - even if relocating to Renton is unlikely, my experience suggests you could parlay it into freelance work from wherever you are.

In the meantime, build your chops by doing as much RPG writing and networking as you can! James cited the fact that I'd done other published game writing as another reason he offered me the opportunity, and things like the Goodman Games open call for rituals or the Paizo Superstar contest are, I suspect, substantially easier ways "in" than cold querying for Insider. I can't emphasize enough that getting published is based much more on effort than merit; my first RPG writing credits were self-published, which is increasingly easy to do, and later 3PP assignments came along because of personal contacts I'd made while recruiting for campaigns, running games at conventions, seeking people out online, etc. Again, having some self-published writing you can point to when you make contact with people is very helpful.
 

I don't know how much help I'll be since I'm currently batting 1 for 29 when it comes to submission queries (my two previous Dungeon adventures were based off of a query originally sent to Paizo and then transferred to WotC, so I don't count them when it comes to questions like this), but I think one of the best ways to catch the attention of the editors is too come up with something that is kind of niche but that would have a somewhat broader appeal (meaning, don't submit stuff that regularly comes up on the boards, unless you have a real unique take on it, but not something that would only appeal to a handful of gamers; then again, don't neglect what people are requesting online, its a fine line to walk), and then be able to briefly describe it in such a way as to be both evocative and to demonstrate your command of the subject.

I think the second point is key, especially if you are submitting queries for the shorter articles in the 1500-2000 word range; the mechanics will inevitably take up a lot of your word count, so being able to condense knowledgeable and evocative fluff into a short query will demonstrate to the editors that you'll be able to deliver something beyond a listing of powers and feats.
 

My experience resembled Delgar's wife's on the first stuff I wrote, and mirrors Tav's on the more recent stuff.
Unfortunately I can't be of more help; I'm still awaiting a response to my last query.
 
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So. Is there anything I might be able to learn ahead of time to improve my chances? What are Wizards looking for in an article? What are they looking for in a pitch? What catches an editor's eye, what's the right level of formality in this situation, what does DDI need right now? I know a lot of first-party 4e designers post here; any tips would be much appreciated (from you--them--whatever, or anyone else with something to add).

Caveat: I'm submitting to them and haven't gotten in yet either, so take this FWIW.

You've read the guidelines. Read all the current issues of Dragon and Dungeon, all the articles. They'll give you a very good idea of what they want in articles. If you download the PDFs and cut and paste the text into a word doc, you can get a quick and dirty word count estimate for each article, which will help you estimate your word count length in your pitches.

Get as informed as possible on current and upcoming products. Listen to their podcasts.

Looking at all the current and recent articles will also show you what gaps exist. Also, read or buy the new products. They're chock full of ideas and such that could be turned into Dungeon or Dragon articles to fill in the blanks. (I'll give you a for example--an article covering how the PH3 races might fit into the FR or Eberron settings).

I'd also suggest looking into the Living Forgotten Realms and their writer's guidelines. It might be a way to write for WOTC and get your foot in the door. I'm looking into that as well as pitching to D and D.

Good luck! Hope more folks post ideas and pitch stuff and get published.
 


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