Flying Buffalo, Inc. - Solo Submission Guidelines for T&T
Jul 14, 2016 12:37:15 GMT -5
order99, gaptooth, and 2 more like this
Post by ProfGremlin on Jul 14, 2016 12:37:15 GMT -5
Here are the official Solo Submission Guidelines for Tunnels and Trolls directly from Flying Buffalo, Inc.
DUNGEON DESIGN GUIDELINES
(June, 2010)
Due to the latest technologies of print on demand, and ebooks, Flying Buffalo would like to publish more adventures (both solitaire ones, and gm ones) for Tunnels & Trolls. That means we will be accepting outside submissions. Email your submission to rick (at) flyingbuffalo (dot) com with a subject line of "T&T adventure submission". If my editor likes it, I will contact you for payment terms and contracts. (Don't expect a lot - we aren't getting rich from this!)
If you are going to be writing a solo adventure, you should have read at least one of them, to see how they work. You can find one online at www.flyingbuffalo.com/bcintro.htm, or you can buy one from us. If you are going to allow magic spells in your adventure, you should probably include a Magic Matrix, as in Captif d'Yvoire, Amulet of the Salkti, Caravan to Tiern, or When the Cat's Away. You should indicate the number of characters, what type and kin are allowed, and what level character (and rough number of adds) is appropriate for your adventure. Adventures for low-level characters are perfectly reasonable, and in fact we'd like to have more of those. I'm also willing to accept adventures written for Mercenaries Spies, & Private Eyes, or Monsters! Monsters!
Don't jumble the paragraphs (we'll do that). This makes it easier for us to edit it. That is, paragraph 1 should lead to 2, 3, and 4. Paragraph 2 should lead to 5, 6, and 7. Or even better, paragraph 2 could lead to 2a, 2b, and 2c. Put double brackets [[ ]] around your paragraph numbers, so we can easily to a "search and replace" when we jumble them. Don't have a paragraph that leads to only one other paragraph, unless really necessary for continuity.
Try not to have any "instant death" choices. Allow the player a saving roll to escape, even if it is a tough one (if he made a particularly bad choice). It is possible to write an adventure that is completely linear (there is only one way to win), but it is more likely to be popular if there are a lot of possible ways to go, and possibly completely different outcomes if you make different choices. (See Case of the Pacific Clipper by Dave Arneson.) It is better if your adventure has a theme of some kind (Buffalo Castle is just a lot of random encounters thrown together - but after all, it was our first one, back in 1975.) but if you have a theme, please try to stick to it. Don't throw Norse Gods into your Egyptian themed adventure. Also please try to avoid anachronisms. If your characters are using swords and bows, they shouldn't be attacked with submachine guns or lasers. Humor is very tricky - use it sparingly unless you are really good at it! We are not interested in adventures (or jokes) that are offensive to any religion, race, disability, or sexual persuasion. Also do not use any characters or references to popular tv shows, movies, or comics. Some people get very possessive of their intellectual properties, and I just as soon not get sued. Please create your own specific monsters, places, sidekicks, and so forth. A troll or a goblin can be however you describe it, but a Nazgul or Wookie is something specific, and not ours!
If your adventure is really long, you can put it on a cd and mail it to T&T Adventures, c/o Flying Buffalo, PO Box 8467, Scottsdale, AZ 85252 but I really don't want just a printed manuscript. If it isn't already in computer format, it has two strikes against it.
(June, 2010)
Due to the latest technologies of print on demand, and ebooks, Flying Buffalo would like to publish more adventures (both solitaire ones, and gm ones) for Tunnels & Trolls. That means we will be accepting outside submissions. Email your submission to rick (at) flyingbuffalo (dot) com with a subject line of "T&T adventure submission". If my editor likes it, I will contact you for payment terms and contracts. (Don't expect a lot - we aren't getting rich from this!)
If you are going to be writing a solo adventure, you should have read at least one of them, to see how they work. You can find one online at www.flyingbuffalo.com/bcintro.htm, or you can buy one from us. If you are going to allow magic spells in your adventure, you should probably include a Magic Matrix, as in Captif d'Yvoire, Amulet of the Salkti, Caravan to Tiern, or When the Cat's Away. You should indicate the number of characters, what type and kin are allowed, and what level character (and rough number of adds) is appropriate for your adventure. Adventures for low-level characters are perfectly reasonable, and in fact we'd like to have more of those. I'm also willing to accept adventures written for Mercenaries Spies, & Private Eyes, or Monsters! Monsters!
Don't jumble the paragraphs (we'll do that). This makes it easier for us to edit it. That is, paragraph 1 should lead to 2, 3, and 4. Paragraph 2 should lead to 5, 6, and 7. Or even better, paragraph 2 could lead to 2a, 2b, and 2c. Put double brackets [[ ]] around your paragraph numbers, so we can easily to a "search and replace" when we jumble them. Don't have a paragraph that leads to only one other paragraph, unless really necessary for continuity.
Try not to have any "instant death" choices. Allow the player a saving roll to escape, even if it is a tough one (if he made a particularly bad choice). It is possible to write an adventure that is completely linear (there is only one way to win), but it is more likely to be popular if there are a lot of possible ways to go, and possibly completely different outcomes if you make different choices. (See Case of the Pacific Clipper by Dave Arneson.) It is better if your adventure has a theme of some kind (Buffalo Castle is just a lot of random encounters thrown together - but after all, it was our first one, back in 1975.) but if you have a theme, please try to stick to it. Don't throw Norse Gods into your Egyptian themed adventure. Also please try to avoid anachronisms. If your characters are using swords and bows, they shouldn't be attacked with submachine guns or lasers. Humor is very tricky - use it sparingly unless you are really good at it! We are not interested in adventures (or jokes) that are offensive to any religion, race, disability, or sexual persuasion. Also do not use any characters or references to popular tv shows, movies, or comics. Some people get very possessive of their intellectual properties, and I just as soon not get sued. Please create your own specific monsters, places, sidekicks, and so forth. A troll or a goblin can be however you describe it, but a Nazgul or Wookie is something specific, and not ours!
If your adventure is really long, you can put it on a cd and mail it to T&T Adventures, c/o Flying Buffalo, PO Box 8467, Scottsdale, AZ 85252 but I really don't want just a printed manuscript. If it isn't already in computer format, it has two strikes against it.