Over the past 15 years, Goodman Games has established a solid reputation for publishing some of today's best adventure modules in the market. Today we provide our expert advice on how to write good adventure novels! This collection of short articles is authored by sixteen of today's most famous adventure authors. These include such well-respected authors as Robert E. Howard, J. Wes Watson, J. Wes Collier, Christopher Paolini, Virginia C. Mackler, J.R.R. Tolkien, and even gaming enthusiast George R.R. Martin.

501words is utterly useful to know, many guides online will performance you not quite 501words, however i recommend you checking this by 501words . I used this a couple of months ago later i was searching on google for 501words

how to write adventure modules that dont suck

 

The year is AD 14th. On this battlefield on the eastern edge of Middle Earth, the Wars of the Roses are in full swing. To the north lies the horde of Orcs, tribesmen from the foothills of civilized lands lay with their torches across the field, dark and ancient stone structures crumbled into the hills beyond, and at the far side of the battlefield a pile of skeletons stood in silent vigil. To the south lies the kingdom of Menoth, under the rule of its king, Urguthrim.

 

Urguthrim needed an adventure. His palace had been attacked and without his magic wand the entire city could be brought to its knees. Urguthrim, having realized that only the combined might of his fortress and the combined might of his twelve lieutenants could put a halt to the advance of his foes, had decided to call in the adventurer Twyford and asked him to lead an army and attack the Orcs directly, using his expertise in science fiction tactics as the basis for their conflict.

How to Write Adventure Modules That Don't Suck

 

When the two armies came into contact with each other the clash was bloodied and their lines were torn asunder. But Urguthrim's science fiction skills allowed him to improvise and turn the tide of battle in his favor. By employing a wide variety of scientific theories Twyford was able to turn the tide of battle in his favor and direct his forces into a successful assault on Urguthrim's weakened defense force. Urguthrim, still reeling from the defeat at the hands of Twyford's forces, was no match for the wizard when they faced one another in the final confrontation.

 

In The Lord of the Rings Adventures, the first installment in The Silmarillion a character by that name rises to prominence. This character is identified as the greatest hero of all time, and it was because of this very fact that his deeds were commemorated and rewarded in the very beginning of his career as an adventurer in Middle Earth, The Shire. With his fame expanding Urguthrim sought out more adventures to write, which led him to hobnob with characters like Tolkien, Bilbo, and the champion of Islay, whom he had encountered while serving in the Shire. These days, the type of stories I'm referring to are hybrid fantasy/adventure novels that combine aspects of traditional fantasy fiction with more modern adventure writing techniques, but that has enough mystery and intrigue to keep the reader interested in the end result, which is why the vast majority of readers who try these types of novels find themselves reading them again.

 

how to write adventure modules that don't suck (also known as Hoggitt) is a series of eight hybrid novels based on traditional fantasy themes, though supplemented with enough science fiction and mystery to make them interesting and entertaining reads. The first novel in the series, The Stone Star, picks up after where the final chapter of The Lord of the Rings left off, as our hero, Bilbo, is hired on as a journeyman for a prestigious science fiction convention in San Francisco. Expect a blend of that very same adventure with elements of a mystery, a bit of heroism, and a dose of pure fantasy. That's because, in addition to being a science fiction writer, J.R.R.Tolkien was an experienced author of adventure, and he took the basic concepts of those genres and added his own spin on them.

 

The second novel in the series, A Crown of Swords, picks up after the events of the third book, A New Beginning. This time, however, Bilbo has an entire family of clones made alive by the wizarding wizard, Xanathar. The premise is that the entire household has been cloned and sent on different missions across the world in order to fight evil. While most of the missions are successful, they all have something unique about them-something that makes them memorable for both the protagonist Bilbo, and the reader, you. In this way, Tolkien provides a welcome change from the crawl adventure classics and proves that not all of those stories are off-limits for aspiring fantasy authors.

 

In The Druid's Call, Christopher Paolini once again gives us an original fantasy tale that combines aspects of traditional mythological stories with cutting-edge magic systems. If you're looking for a story that doesn't have to make sense, this is it. As with any of Paolini's previous books (the rest of which are in the popular sequel tradition), this one comes highly recommended. It's well worth reading if you like fantasy adventure RPGs, or even just for the pure fun of it!

Thank you for reading, for more updates and articles about how to write adventure modules that don't suck don't miss our blog - Allofmeclub We try to update our site bi-weekly