How to Write Adventure Modules that Don't Suck (Revised)

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.

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Game facts (players, playing time, age, credits) from BoardGameGeek.