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Al-Qadim | Zakhara | Characters | Submissions | Resources |
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IV.I. Submission Guidelines
The following submission guidelines were adapted from
Dungeon magazine's old guidelines for 2nd edition adventures.
Adhering to these guidelines will make life easier for us (when
reviewing your submissions) and your audience (who will be
running your adventure). The sheer lack of volume of Al-Qadim material
creates an opportunity for designers. If you have a
"good idea", we're willing to help you flesh it out.
Adventure module proposals should include a
working title, an original and believable plot, the major opponents,
and types of characters for which the module was meant, a summary of
the rewards to be gained and foes to be overcome, and an estimate of
the completed module's length and number of maps.
Whenever possible, we will return comments that we
feel will help to improve your submission.
Consistently poor spelling, grammar, and sentence
structure will almost certainly cause an accessory to be returned.
Any accessory submitted to us must be written in as professional a
manner as possible. Even if you feel that you have a strong grasp of
the English language and that your article is good, you should have
the manuscript proofread by one other person, preferably an English
teacher or professional editor. We do not insist that manuscripts
are perfect, but we do look more favorably upon those that require
little editing.
Do not copy material from another source and
pass it off as your own (i.e. commit plagiarism, like we did with
these guidelines). Authors will
bear full legal responsibility for such actions.
We prefer that the electronic text be in MS Word or
RTF (rich text format). You should also send a cover e-mail
highlighting any special features or other considerations within the
submission. All relevant maps and diagrams should accompany a
finished accessory. Additional drawings, sketches, and charts may be
added for clarification. Make each map a separate file (acceptable
file types include .bmp, .gif, .jpg file formats). Do not
incorporate or weave maps around the text of your manuscript.
A Special Note about All Submissions
Before setting out to write a game accessory,
familiarize (or re-familiarize) yourself with the rules and game
setting. Be aware of the specifics of the Al-Qadim Campaign Setting
and of the elements of which your module focuses on.
Avoid making changes to the published rules.
Other alterations, such as new monsters and treasures, are
permissible but should not be overused. You may also add new
material that expands on the rules, such as optional aerial combat
rules or details on adventuring in unusual environments.
All submissions should retain iconic heroes,
locations, magical items, and artifacts. Products
uploaded to the site should not
kill off major NPCs (no matter how much you dislike Drizzt),
destroy well-known artifacts, or similar activities.
Correspondence and Evaluations
It takes a while to evaluate submissions. If you have not heard from us after
a couple of weeks, feel free to inquire by e-mail about the status of
your material. All authors must give us their current e-mail
addresses and keep us up to date on any e-mail address
changes.
If you're familiar with the Dungeons & Dragons
game, particularly the Al-Qadim Campaign Setting, you've probably
realized that there's a relatively consistent style to the way such
products were printed. We strongly prefer that manuscript
submissions adhere to that style as closely as possible.
For instance, in an accessory about some aspect of
the Al-Qadim setting, the names of magical items and spells should
be italicized in the printed text. In the AD&D; game, numerals are used
to identify character levels (e.g., a 4th-level ranger); the levels of spells
are written out (a fifth level spell).
Another important example of proper style: A
character is a fictional personality created for a roleplaying game,
like a character in a movie or stage production. A player is a real
person who plays the game. Do not confuse these two terms in
your submission!
These guidelines assume the use of the Advanced Dungeons & Dragons 2nd
Edition rules set. We will, of course, also accept proposals that conform to the
Dungeons & Dragons 3rd Edition rules set. Refer to the submission guidelines for Dungeon and Dragon magazines for format standards.
Use proper bibliographic style when listing book
and magazine references in your accessory. If your article quotes
material verbatim from other sources, identify the sources
(including page numbers) and be sure that each quote is written
exactly as it appears in the original source.
Manuscripts should address all facets of the
subject at hand. They should not pose questions that aren't answered
in the text, nor should they contain flat statements that are not
explained or justified with sound reasoning or deduction. Any
accessory that proposes a new procedure or offers a new creation for
use in a gaming adventure should also provide reasons why the new
procedure is beneficial to use or why the new creation has the
properties it does.
Develop an eye for detail and pay close attention
to specifics. Lack of clarity occurs when an author assumes
knowledge or understanding on the part of the reader that the reader
may not have. Someone exposed to an author's ideas for the first
time needs to have all relevant facts explained in detail and in
order of significance.
Tastelessness should be avoided. We will likely hesitate to accept any
accessories involving the destruction of children or helpless
persons, cruel mistreatment of animals, excessive gore or violence,
descriptions of Satan or Satanism, or game versions of major religious
figures. Explicit sex, the encouragement of substance abuse, offensive
language, and bathroom humor cannot be used. If you're not
sure if it qualifies, explain to us in your proposal what the
potential problem is.
Drawings and sketches may accompany your accessory
if they are necessary to illustrate important points. Such pictures
need not be for publication as drawn but should still be clearly and
neatly rendered. Sketches and artwork should be done in ink, not
pencil, and if appropriate should include a scale grid (square or
hexagonal pattern) or size scale. Legibility of maps and drawings is
critical. If some of your illustrations are publishable, we will
make use of them if we can.
Make sure that your accessory is complete. It must
have all relevant game statistics, maps, and any other necessary
support information. Place any tables, charts, or maps at the end of
your manuscript. Any sketches or maps you include must be clear,
legible, and rendered by computer or done in ink and scanned.
Please do not try to make the manuscript look fancy
by using "artistic" fonts; these are more difficult to read. We are
interested in what you have written and how it is constructed; a
simple font will do.
An adventure module should contain the following
elements: (Note that these elements apply to all adventure
modules—including those included in sourcebooks or campaign
expansions.)
Make sure that all artwork and maps are neatly
rendered, and that scanned images are clear and legible. The map
grid (square or hexagonal) should be clearly marked without
obstructing the map's legibility. Scale lines may be used for
outdoor maps. Use a straight edge to draw the straight lines on your
final copy. Darken solid areas (such as rock around a dungeon
complex). Whenever possible, draw the furnishings or obvious
features of an area. Use icons for beds, desks, ladders, trap doors,
curtains, etc. Try to make your icons readily understandable without
a map key.
Remember internal consistency when designing maps.
Inhabited areas require provisions for bringing in food, water,
light and heat; a method for disposing of waste materials; and ways
for the inhabitants to get around easily. Large area maps should
conform to known geographical principles; note special cases. Use
numerals for rooms in dungeons and other structures, numbered
consecutively throughout. (Do not start over with room number 1 on a
dungeon’s second level.) Remember, indoor complexes laid out in
perfect symmetry are often dull; use creativity, even if the final
result isn’t perfect architecture. Avoid using large mazes. Always
check your maps against the finished text. Make sure you have
described all relevant areas on the maps and have not mislabeled
anything.
The Module Itself
A description of the adventuring environment, with
all details relevant to the adventure supplied (including maps and
charts). Complete information on running the adventure, including
special rules; monster and NPC statistics and possessions; possible
encounters; information and items to be discovered; rumors; details
on new magical items, spells, monsters, and weapons; and any other
material that would be helpful to the DM or players. A description
of the possible consequences resulting from the adventure’s success
or failure, including rewards, punishments, and spin-off adventures
for later gaming sessions. Include story award experience points for
completing the story's goals.
Encounters should be described fully. Make sure no
relevant details of encountered beings are left out (including
pertinent statistical information such as hit points, ability
scores, etc.) The weapons and equipment carried by an NPC, along
with relevant personality and reaction notes, should be given with
the first mention of the individual. Major NPCs should be
well-rounded characters with specific motivations. All encounters,
NPCs, hazards, rewards, details on the environment, and specific
information required for combat or accomplishing the mission should
be detailed sufficiently to allow the DM and players to run through
the scenario without trouble.
Do not include statistics for player characters, as
players usually wish to bring their own characters into the game.
Ideally, your adventure should be designed for 3-6 player
characters, with no more than eight.
We strongly encourage you to use boxed text to set
off material to be read aloud to the players. You can draw the boxes
by computer, or an acceptable alternative is to leave two blank
lines before and after "boxed text" in italic type, separate from
the surrounding text. Additional information such as encounter
tables, lists of rumors, new monsters, and magical items can be set
off in sidebars. Place a note in the text near the location the
sidebar will occupy ("Rumor Table Goes Here"), but place all sidebar
text at the end of the module.
Style and Content
We prefer adventures with strong plot elements -- ones
that tell good stories. The majority of encounters in an adventure
must relate directly to the adventuring goal. Encounters that are
interconnected and critical to the adventure’s plot are best.
Illogical adventure set-ups in which monsters and treasure are
randomly thrown together should be avoided. This does not mean one
cannot use random encounter tables, but the tables should be logical
and consistent with the adventuring environment, making the overall
adventure sensible and believable.
Don’t over-reward players or underchallenge them.
We will reject modules in which mighty fortresses are guarded by
weak monsters, or in which the PCs can walk off with half the
miscellaneous magic items in the Dungeon Masters Guide. Take
the time to make rewards consistent and believable as well as
balanced. Non-monetary rewards (such as a noble's gratitude or
small plot of land) are equally favorable. Conversely, do not create
opponents that would totally overwhelm a party. If you must use an
exceptionally powerful being in an adventure, there must be a good
reason for it, and the situation must be carefully handled. High-level
adventures should keep the balance of the game in perspective and
should challenge the players without damaging the Al-Qadim world
set-up. Adventures tailored for the saving or ruining of the Al-Qadim
world cannot be accepted.
Modules that present new magical items, monsters,
weapons, or NPC classes are not as interesting as modules that
present a fast-paced, exciting, enjoyable adventure. If you create
something new for the game (such as a new magic item used by an
important NPC), make sure its presence in the module is justified,
that it is fully explained in terms of its effects in the game, and
that it is reasonable and fits with the game rules. Feel free to
"tweak" existing items by giving them unusual properties, such as a
ring of invisibility that nullifies the wearer’s ability to speak or
cast spells.
We’re looking for refreshingly new ideas or fresh
approaches to old ideas.
Do not use NPCs to help the player characters
excessively. NPCs who step in and eliminate all opposition to the
PCs, lead the PC party, and accomplish the PCs’ goals for them are
very dangerous to campaigns. Set up the adventure to challenge the
players, and let them make it on their own.
We are also interested in seeing short adventures
under 2,000 words that can be easily dropped into an evening’s game.
Unusual monster lairs, city encounters, and small ruins may be
presented, but each should be unique, interesting, well detailed,
and backed by a compelling story. When we receive enough of these
short adventures we may produce an anthology exhibiting them. Again,
these types of short adventures do not require a proposal but should
follow all other listed module guidelines.
We have few other definite rules about how a module
should be put together. We are willing to look at any innovative
ideas that involve changes in a module’s structure and so forth.
Such innovations should not, however, interfere with the playability
of the module or the gamers’ enjoyment.
Playtesting Adventure Modules
Your module should be playtested before you
complete the final draft. An inexperienced DM and group who try to
play from the manuscript without help do the best testing.
Experienced players are a good way to find rule inconsistencies, but
they may gloss over basic aspects of play or assume local house
rules, thereby missing some problems. The least efficient and
effective method of playtesting is for the author to run the game,
because he or she tends to mentally fill in the holes, especially
holes in game mechanics and encounter staging.
In terms of game mechanics, was enough information
given to run the adventure’s NPCs and monsters? Were there any rules
questions that came up during play? Did you need to reference any
rules that are hard to find or use? Was the amount of treasure and
magical items given out appropriate?
For manuscript organization, consider the
following: Was the text of the adventure easy to understand? Were
any sections contradictory? Were any important points not covered?
Was the information given in a logical order? Were the maps and
diagrams neat, clearly labeled, and easy to use?
Narrative elements are vital to making a manuscript
fun to read and play. Did the adventure hook work, or did the
players have to be railroaded? Was the pacing too fast or too slow?
Were there encounters that interfered with the flow of the
adventure? Did the plot flow logically from the background? Were the
NPCs’ actions consistent with their goals, character traits, and
alignment? Did the manuscript help create the proper mood? Is the
conclusion satisfying?
Finally, adventures must balance danger and
triumph. Are the challenges appropriate for the recommended level(s)
of play? Was the adventure fraught with PCs perishing left, right,
and center, or was it a cakewalk? Was the DM ever forced to "fudge"
things in the party's favor to keep the adventure going? Did the
players solve mysteries easily, or did they need lots of hints?
Which encounters did the players enjoy most? Why?
Note: Please do not send playtest results with
your manuscript, but use the results to create a playable,
well-balanced adventure.
Specific Formats
In the case of all game accessories, only proper
nouns are capitalized. Monsters, character classes, NPC classes,
characteristics, and weapons begin with lower case letters. The
words "Dungeon Master" and the abbreviation "DM" are always
capitalized. The various AD&D; hardbound books are italicized.
Abbreviations of AD&D; game terms usually use all capital letters
and no periods (DM, NPC, HD, XP, etc.). Ability scores should be
capitalized (Dexterity, Charisma). The abbreviations for hit points
and coins use lower case letters and no periods (hp, gp, sp). Note
that the abbreviation for "electrum piece" is ep, and the
abbreviation for experience points is XP.
Single digit numbers (zero to nine) are spelled
out. Larger numbers are written as numerals. Never start a sentence
with a numeral. Any amount over 999 should have a comma separating
the thousands from the hundreds (1,500 gp). Numerals are used to
identify character levels (a fighter of 4th level). When preceding a
noun, the level should be hyphenated (a 2nd-level illusionist).
Numbers should be written out to identify spell levels; for
instance, wizard lock is a second level wizard spell. In AD&D;
game systems, use numerals with inch marks (") and foot marks (‘) to
indicate depth, height, width, and length. Hyphenate compound
adjectives before nouns ("the reddish-shelled, 15'-sartani"). The
names of magical items and spells should be italicized. Use capital
letters only if the name of the magical item or spell includes a
proper noun. List all plusses after the description of the item.
List jewels in order of descending value. If there is more than one
jewel with the same value, note how many there are in parentheses
after the value ("There are five gems in the sack, worth 500 gp, 400
gp, 250 gp (x2) and 50 gp.")
When 2nd edition AD&D; monsters and NPCs are described in
the text, the listing should use one of the following formats in a separate
paragraph:
Name (# appearing): INT (intelligence); AL
(alignment); AC (armor class); MV (movement rate); HD (hit dice) or
NPC class and level); hp (hit points); THAC0 (to hit armor class 0);
#AT (number of attacks); Dmg (damage); SA (special attacs); SD
(special defenses); MR (magic resistance); SZ (size); ML (morale);
XP (experience points); MM/# (Monstrous Manual and page) or MC#
(Monstrous Compendium number); other notes (armor, equipment,
weapons, spells, etc.)
For example:
Head Taker (slayer tasked genie): INT High (14); AL NE; AC -2; MV 24, fl 30 (B); HD 12; hp 96; THAC0 9 (5 with Firefiend, 7 with Widowmaker); #AT 2; Dmg: 2d8/2d8 or by weapon +9 (scimitars: 1d8+14/2d8+12); SA: cause fear in true form, poison; MR 15%; ML 20; XP 11,000. Scimitar of speed +5 (Firefiend: self-immolate 1 / day for 2d4 rounds, damage + 1d4+4, body contact causes 1d4+4 hp damage, metal items save v acid or melt, flammable objects (paper, cloth) save v magical fire or ignite; wielder is immune to these effects and normal or magical cold), vorpal great scimitar +3 (Widowmaker), hands are coated in type-N contact poison, wears a leather baldric with the mummified heads of worthy foes.
Spells: blindness, silence (15' radius), darkness, improved invisibility, ventriloquism, misdirection, assume gaseous form, polymorph self, and dimension door.
Character (race sex Class / kit / #-level): AC (armor class); MV (movement rate); hp (hit points);
THAC0 (to hit armor class 0); #AT # (notes); Dmg by weapon type (strength bonus); SA (special attacks); SD
(special defenses); S (Strength), D (Dexterity), C (Constitution), I (Intelligence), W (Wisdom), Ch (Charisma); AL
(alignment); ML (morale); XP (experience points); thief abilities: PP (pick pockets), OL (open locks), FRT
(find/remove traps), MS (move silently), HS (hide in shadows), DN (detect noise), CW (climb walls), RL (read
languages), DM (detect magic), DI (detect illusion), FD (forge document), BO (bribe official), DT (dig tunnel), EB
(escape bonds); other notes (armor, equipment, weapons, etc. with magic items italicized and listed first)
Wizard Spells (x/x/x/x/x/x/x/x/x/x)
Priest Spells (x/x/x/x/x/x/x/x/x/x)
For example:
Wizard Spells (4/4/4/4/4/1/0/0/0)
Use the following abbreviations for character entries:
For mages and clerics, spells memorized or received should be
listed in alphabetical order by level; a semicolon should separate
each level of spells from the next.
Finally, use the same method to address the DM
throughout your accessory. Use either direct address ("Read the
following to the players.") or indirect address ("The DM should roll
1d6.")
Fiction Guidelines
We seek original Al-Qadim fiction with intriguing
plots and interesting, identifiable characters. Possible themes
include problem solving, survival tales, quests, magical battles,
and challenging missions. We are not specifically looking for
fiction based on your own home Al-Qadim campaigns, because such
fiction is generally of interest only to the original game's
participants.
We do not want fiction that deals primarily with
philosophical, metaphysical, or religious premises. Submitted
fiction should be written for an older adolescent and adult
audience. Use of obscene language and sexually
explicit details or themes are frowned upon. A proposal is not
necessary for fiction submissions; send the complete manuscript
only.
Artwork Guidelines
Familiarity with the Al-Qadim campaign setting is essential to
understand the editorial themes and artistic styles appropriate to the
setting. Being a player or DM of the Al-Qadim game provides the
added advantage of having a feel for the basic nature of the setting
and our editorial direction, but this is not necessary. Most of the
artwork we use must conform to or be justified by the rules of the
AD&D; game and the Al-Qadim Campaign Setting. We prefer
characters that are outfitted sensibly and in accordance with the
styles and fashions dictated by the AD&D; game rules and the
Al-Qadim campaign setting.
In general, overly stylized or abstract approaches
to art are inappropriate. Serious consideration is given to work
that demonstrates an artist's ability to create realistic
illustrations. Accurate depiction of anatomy (human and animal) and
the use of proper perspective are essential skills. Submit illustrations that
have a strong composition and mood, and show figures in action. The
ability to portray authentic historical weapons, armor, costumes,
and architecture from middle eastern cultures is
very desirable, and it weighs heavily in our evaluation
of your artistic skills.
The use of professional-grade art supplies and
materials is desirable. Art submissions rendered with ball-point
pens, markers, or crayons will probably be refused. We prefer
color work done in oils, acrylics, watercolors, or gouache.
Standards of Content
These guidelines are a modified version of the Wizards of the Coast Standards of Content.
As such, they show a baseline for acceptable standards as relates to the Al-Qadim.com
website. These standards should NOT be used if you intend to submit material to Wizards
of the Coast. As guidelines, rather than a strict code, they allow for
some interpretation.
Profanity
Profanity, in it's modern usage, isn't really appropriate to Al-Qadim;
avoid it.
Dramatic Horror, Violence and Gore
The use of dramatic horror is acceptable in product
development. It must fit the tone of your product.
Sexual Themes
Sexual situations are common in Al-Qadim. Focus on the romance and not the act.
Prejudice
Your products should not depict existing minorities, nationalities,
social castes, religious groups, genders, lifestyle preferences, or
people with disabilities as a group inferior to any other group.
Religion and Mythology
Current, real-world religions and religious groups
and/or practices will not be portrayed in any way that promotes
disrespect for these religions or their participants.
Addictions
Addictions of any kind should not appear as
glamorous or entertaining pastimes. Addiction, or the encouragement
of addiction, should be shown as a dangerous habit with harmful
effects.
Summary
Adherence to these guidelines (and common sense) should go a long way
toward improving your product. We want to
present new Al-Qadim material as the best that can be found
anywhere, and we have to set our standards to match. Submissions are
open to anyone with the drive to contribute. We look forward to
seeing your proposals.
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