Why I Published a D&D Adventure
Published: 2022-01-11
Categories: Role Playing Games
I must have been in sixth grade when my brother got a copy of the Dungeons & Dragons Basic Set as a Christmas present1. That would have been 1983. He, his friends Mark and Mike, and I spent almost every day of the next summer crawling through the Caves of Chaos in B2 Keep on the Borderlands2. I have yet to see Stranger Things, but from what I understand this was a scene straight out of that, minus the government conspiracies and otherworld monsters. It was somewhere during that time that D&D emerged as a defining part of my life.
After that one summer, we didn’t play again, although that didn’t stop me from continuing my interest. I spent much time as a teenager thinking about D&D: building campaign worlds, monsters, characters, and adventures. Almost everything but playing them. I didn’t know anyone who would play them with me3. My parents didn’t understand, I’m sure they thought I was weird, but they weren’t going to hold me back.
I’d browse for hours in the role-playing game sections at Waldenbooks, B. Dalton’s, Children’s Palace, and St. Paul Book & Stationery in Burnsville, MN. In those days role-playing game only meant Dungeons & Dragons, if there was anything else on the shelf I didn’t even notice it. I spent my own money on rulebooks, Dragon magazines, and adventure modules, including T1-4 Temple of Elemental Evil, S3 Expedition to Barrier Peaks, EX1 Dungeonland, DL1 Dragons of Despair plus a few sequels, and my favorite, I3 Pharaoh, which I would later find the two sequels for4. I would read them from cover to cover, but never use them for their true purpose.
It wasn’t until college that I finally found people who would play D&D with me. By this time, I had it in the corner of my head that I would someday turn my interest into an occupation. I was majoring in cartography, and one of the things that went along with official D&D content were the fascinating, yet ugly, maps. I thought I could use that major to get a job at TSR, the publishers of D&D, designing fascinating but not-ugly maps for their products. But for many complicated reasons, many of them my own fault, others circumstantial, that didn’t happen.
A couple of years after college, I stopped playing. I’d convinced myself that it was a hobby that wasn’t worth pursuing. I was engaged to a wonderful woman, Amy. I had a full-time job in IT, which had nothing to do with my degree in cartography. I didn’t have a lot of free time to myself, and I had to decide which of my creative hobbies I felt important enough to keep working on. I chose writing, not gaming. Writing was cheaper, but I also felt it didn’t require me to find people to do it with5.
In my mid-to-late 30s, I became a stay-at-home Dad. I was also running a small computer consulting business with one employee, me. But taking care of young children took more out of my time than what I needed to keep that business going. Getting a different job didn’t make sense, as Amy was making plenty for us to live on and I was providing free childcare. So, I spent some of the spare time I did have on writing, and a lot of it on failing to write. Even as the kids grew and took less of my time, it took me ten years to put together a novel that I tried to get published and failed. Another five years for the next novel, this one a lot better, and I was on the verge of querying agents again.
Then came COVID-19. You’d think that would be the time that I could finish writing, get a lot of stuff done. But it wasn’t, because my children and my nephew discovered Dungeons & Dragons, and I fell back in like a thousand platinum pieces thrown into a portable hole.
They were home from school. They had extra time on their hands, and they’d heard my niece talk about playing D&D in college. I felt like I would be betraying my childhood if I didn’t join them, and they needed someone who knew what it was about to help them out anyway. So, I asked to be the Dungeon Master. I ran them and Amy through the Lost Mine of Phandelver, with some modifications6.
I thought it would be over when we finished that, but it wasn’t. They wanted to keep playing.
But I had no idea where to go from there, so I started looking for modules. I found Dungeon Master’s Guild, a site where people could publish their own content for D&D, and not be burdened by licensing issues. I scanned through it for adventures, but I couldn’t find the one that I wanted to run.
I went to Facebook for advice on what to play. An old college friend of mine, Chris, gave me some. He didn’t tell me to do what I did, in fact his advice leaned towards making something up as we played. But I couldn’t do that, I at least needed an outline. And I found myself fleshing that outline out. And before I knew it, I’d created a complete adventure7.
My players seemed to enjoy what I created. So did I, especially when they solved it in a way that I hadn’t thought of, with less bloodshed than I’d expected8. But I felt so good about it that I thought others might enjoy it as well. I remembered the adventures I’d seen on DMs Guild, and realized that I could do what those people had done. In fact, I should, because this was the adventure I had wanted to run. And if it had been there already, I wouldn’t have had to create it.
I had questions and worries, of course, and looked up the answers. I realized it wouldn’t be as difficult as I thought. I didn’t need fancy desktop publishing tools, although I expect if this becomes a sustainable hobby those will help me a lot. I could improve my maps. I had to do something with my degree in cartography. I would need to charge money for it, even if it wasn’t much. I did want to make something out of the time I’d spent. But, I didn’t want to isolate those people who didn’t want to spend money on some unknown author. So I decided to also release an abridged version for free.
In spring 2021, I started working on it. It took two months to complete, three months including the time planning the original adventure, and I learned things in the process that could make it faster the next time. Before I realized it, I was sitting and staring at a PDF with a green cover that sent my mind back to St. Paul Book & Stationery, staring at racks of shrinkwrapped D&D adventures, wishing I had someone to play them with. And I realized that I was now one step away from following that dream from the corner of my mind in college. It wasn’t exactly working for TSR, but I was going to publish something for Dungeons & Dragons, even if I had to do it myself.
Okay, it turned out I wasn’t one step away, I still had a few things to do. The book wasn’t going to market itself, and when my friend Kim offered to playtest it with her troupe, I couldn’t resist. And the playtesting was helpful, it found a lot of stuff that I needed to fix. So, it took another couple of months before it was ready to release9.
Anyway, you want to see it? It’s so cool. Head over to Dungeon Masters Guild and take a peek at The Smugglers of Grogmock Mound. It doesn’t cost much, and it’s now pay-what-you-want, so you could get it for free. But if you want guilt-free, you can also download The Smugglers’ Hideout, an abridged version of the same adventure, for free.
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I still have his old copy of that boxed set. I’ve asked him if he wants his old D&D stuff back, but he’s said I can keep them. I hope he hasn’t changed his mind. ↩
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All of TSR’s adventures had publication codes, usually a letter and a number indicating a series and order in the series. ↩
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At least I thought I didn’t know anyone who played, but that’s a topic for another essay. ↩
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I did get to finally run this one for my players this past year. ↩
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I was also wrong about that, but that’s another topic for a different conversation. ↩
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Which I shouldn’t have made. Yet another topic for another essay. ↩
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And a couple more, but this essay is about the first one. ↩
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These are the best moments of Dungeon Mastering. ↩
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I finally released it in November 2021, and until the end of December I’d sold a grand total of one copy of the premium one. I set it pay-what-you-want in late December, and since sold what looks like 1 for $1, and 18 more to people who chose not to pay anything. The lessons I may have learned from this deserve another blog post, once I figure out what I could have done better. ↩