
2017 · Non-Game Book (but RPG Related)
How to Write Adventure Modules that Don't Suck (Revised)
This guide presents ideas from experienced role-playing game designers on creating effective encounters and adventure modules. It combines articles on encounter and adventure design with example encounters that illustrate the concepts in practice, providing a reference for new and developing game designers.
- Players
- 0
Reading (for Periodicals, Adventure Books, etc)
Free, on web, Android and iOS
Play How to Write Adventure Modules that Don't Suck (Revised) with Ludoya
- Keep it in your collectionTrack your copy and its expansions, lend it to friends, or put it on your wishlist and get told when the price drops.Add it to your collection
- Log every playScores, winners, timers and photos, then your stats: win rate, favourite player count, best score.Log a play
- Score it without paperUse the community's score sheets and play helpers, and let Ludoya add up the points.Find score sheets
- Find people to play it withClubs, game nights and events near you that bring this game to the table.See events
Game facts (players, playing time, age, credits) from BoardGameGeek.
