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How to Write Adventure Modules That Don't Suck $15.00
Average Rating:4.6 / 5
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How to Write Adventure Modules That Don\'t Suck
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How to Write Adventure Modules That Don't Suck
Publisher: Goodman Games
by Kevin L. [Verified Purchaser]
Date Added: 08/23/2023 21:00:28

Here's the thing about books like this the idea that something sucks is 100% subjective.



Rating:
[5 of 5 Stars!]
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Creator Reply:
Very true and you can never please everyone! Thanks for the review! ~Matt Robertson Goodman Games
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How to Write Adventure Modules That Don't Suck
Publisher: Goodman Games
by John W. [Verified Purchaser]
Date Added: 07/11/2021 20:12:30

This book has several short papers from different authors covering different aspects of game-mastery and adventure writing. Because each writer seems to be confined to whatever topic they had been assigned for the book, it feels like each section is stretched out longer than it would be if a single author had instead tried to write a much longer piece that tried to cover everything in the book.

Putting down tips for running games has been a thing ever since the first DUNGEON MASTERS GUIDE, and this goes beyond that and goes into actually writing adventures, which is something that hasn't been written about as often as running games.

So I can say, many of the tips are good, but it feels like.. reading a paragraph when a sentence will do, or reading a page when a paragraph will do. And for $30, you're paying too much for what you end up getting. Still, there are worse books out there, but there are no truly great books on this subject so it's not like there's anything else worth suggesting over this.



Rating:
[1 of 5 Stars!]
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How to Write Adventure Modules That Don't Suck
Publisher: Goodman Games
by James C. [Verified Purchaser]
Date Added: 01/16/2018 21:18:26

This book is a brilliant product for aspiring fantasty/sci-fi writers and GMs/DMs alike. It contains sage advice on a range of different topics within the sphere of world creation, from stroytelling techniques to the design of environmental features, monsters, villains, and beyond. The tips and tricks provided are deceptively simple and straightforward, but in many cases reflect the kind of commonsense wisdom that can only be gleaned from years of adventure writing/game-running experience.

I have to give the product four stars out of five, however, because it contains a significant number of elementary typos and mistakes. One or two orthographical glitches lend a degree of character to a volume, but when a book's description indicates that the content has been authored by a plethora of legendary writers, the customer can expect it to contain nothing less than highly-polished prose. As a copy editor myself, I just can't see that there is any excuse for the number of errors that crept into the final release, which is a shame as it is the only thing preventing this book from being truly exceptional, as opposed to merely very good. In the end it is only a minor irritation, though, and the content is (as indicated above) stellar.



Rating:
[4 of 5 Stars!]
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How to Write Adventure Modules That Don't Suck
Publisher: Goodman Games
by Ben S. [Verified Purchaser]
Date Added: 08/06/2016 05:11:42

I've recently been working on writing adventures for publication. This book is a good value price-wise and the sections are written by people who publish games regularly. It has some good advice and there were some module writing suggestions that someone like myself who has never written modules for a mass audience hadn't considered before. Even if you're just getting it for use in writing modules for your own gaming group, you still might find some kernels of knowledge, especially if you're new to GMing.



Rating:
[5 of 5 Stars!]
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