How to Write Adventure Modules that Don't Suck (Revised)
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From the introduction: What you hold in your hands is a very unique product. This is the codification of some of the best ideas of the world’s finest role-playing game designers in what they think is important in putting together an encounter. Not only are their articles a must read for the new game designer; the example encounters they present offer the best in cutting edge game design. This is the primer that every game designer needs to have on his bookshelf.
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