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Submission Guidelines
Thanks for your interest in submitting something for the Living Greyhawk campaign. We hope that the following information will help you in developing something for campaign use. Any items sent to us will undergo a reading and review process to determine its suitability to the campaign. As such, not every proposal submitted will be accepted. Rejection is a large part of a writer's life. The best advice an author can be given is to take the rejections to heart and learn from them. The worst thing an author can do is argue as to why his or her proposal should have been accepted.
What we are looking for
Currently, regional module submissions must follow these guidelines:
Regional modules should be proposed to the Triad first. Include a general summary of the adventure, including planned encounters and important NPCs. A template of what we want can be found at this link. If we like your idea, we will ask for the entire manuscript. Do NOT send us completed adventures until we give you the OK. We highly recommend you use this template when writing the whole adventure.
Regional modules must take place within the Yeomanry. If you would prefer to write a generic adventure or one not set in the Yeomanry, contact the Circle of Six or the appropriate Triad.
Submissions should be able to be played in a single, four-hour session. On average, approximately 6-9 encounters, combat-oriented or otherwise, should fit nicely within this timeframe.
Submissions may be emailed.
The Triad also is adamant about making sure that any adventures that we submit to RPGA HQ will have a strictly "Yeoman" feel about them. In other words, Yeomanry adventures should be steeped in the Yeomanry. There shouldn't be any doubt in anyone's mind when they're playing that they are in Yeoman lands surrounded by Yeomen who have a distinct Yeoman culture and history. Period. So fair warning to all of you - we really want adventures. But we're not going to "fill slots" with adventures with the word "King" changed to "Freeholder." Accordingly we will be rejecting proposals for adventures that are not "Yeoman" enough. There are plenty of outlets for generic adventures in LG and the RPGA in general. There is more than enough adventure opportunity in the Yeomanry - skilled adventure writers will find it. The Co6 is taking plenty of proposals for "generic" WoG adventures - we are not, we want distinctively Yeoman ones. Therefore, please plan with this in mind. If an adventure is a generic adventure with some Yeomanry location in it, it will NOT be approved.
The Triad believes there IS a lot of adventure to be had inside the Yeomanry's heartland. In order to help you with your ideas, here is a generally-prioritized list of what sort of adventures we want:
Yeomanry civilized surface adventures.
Under the Yeomanry or remote areas of the Yeomanry adventures.
Wild area near Yeomanry adventures.
Anything weirder. Other times, other planes, Spelljammer...
Individual authors seeking specific guidance on what they should incorporate into their adventure proposal should email the Triad. You should also keep in mind that we also are trying to weave a fairly-continuous story. As such, we reserve the right to edit and alter your submissions to fit into the story we are trying to create.
To further help you, here are some specific plotlines that are always interesting:
Giant / humanoid troubles: We fought them off and Geoff and Sterich have only recently managed to regain their freedom. All Yeoman citizens take great pride in this accomplishment. While a direct fight with giants would require higher-level PCs, clever writers can find a way to include creatures like this without directly confronting them.
The Hold of the Sea Princes is in a state of flux. The Yeomanry has never liked slavery, and the Scarlet Brotherhood has fractured the Hold further since its occupation. Refugees of all sorts are fleeing toward the Yeomanry League. Some are normal farmers and commoners, while others are not. Some worship weird gods; some are Scarlet Brotherhood spies; others could be even more sinister in nature. Some Yeoman welcome the refugees kindly, while others do not.
There's a circle of elven mages in Loftwick, led by the elusive Circle of Eight member Theodain Eriason. He is a proponent of the Yeomanry and what it stands for, although his actions sometimes put him at odds with the Council of Grosspokesmen. He is particularly fond of sponsoring adventuring groups to deal with threats outside the Yeomanry's borders. Of course, let's be clear that we don't want Theodain, or any other world-breaking NPC, for that matter, appearing directly in a LG module unless we specifically tell you to include them. One of their agents or envoys is perfectly acceptable, however.
- History: The Yeomanry is the first place the Suel came when leaving the Empire. It would have the oldest Suel ruins in the Flanaess, and be rich in Suel-related history. We petitioned to have the dominant religions of the area be Suel, and a lot of the early cultural traditions of the Yeomanry should be Suel influenced. We should stress this in adventures.
Politics: The Yeoman political system is unique and democratic. Our relations with Keoland always have been of great interest - our only two neighbors are the Hold of the Sea Princes (who we've never liked) and Keoland (who we occasionally like). The Keoish are trying to liberate the Sea Princes and have seized Westkeep, but are having a difficult time resupplying it. Perhaps we can be their "Laos"
The city of Dark Gate is an adventuring boom-town near the recently-discovered Slerotin's Tunnel. It and other Underdark locations are popular; much of the published Underdark activity (Vault of the Drow, the Night Below) has occurred in or near the Yeomanry. Thus we have perhaps the most legitimate claim on the Underdark in the entire Flanaess. The Sea of Dust is accessible via the tunnel. It is of great interest to archaeologists and Dustdiggers as well as the Scarlet Brotherhood.
In general, Yeoman society, economics, religion, politics, culture, and history should permeate all regional adventures. We want the distinct Yeoman feel to be inescapable in our adventures.
EDIT THE SCENARIO YOURSELF FIRST! Use spell-checking in Word. Ask a friend / parent / whatever to edit it for grammar. Playtest it with a group of friends. The more work we're going to have to do in order to make the scenario coherent, the more likely we'll just reject it after you've written it - and that makes everyone unhappy.
Keep in mind we need plenty of notice. Modules must be complete and submitted a full two months before they premiere. That means that both you and us must be finished with it by then.
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