I've run a few campaigns in my time, but I've never put much of what I came up with down on paper. Some monster stats, maps, of course, and some brief reminders of treasure, but the rest of it stayed in my head--I just wasn't sure how to go about putting it into writing. So when I found How to Write Adventures Modules That Don't Suck on Kickstarter, I knew it was something I wanted to get my hands on. Because if getting advice from industry veterans wouldn't make the process clearer, nothing would.
Needless to say, the Kickstarter was successful, the book is now in print, and I'm relieved to say my money was well-spent. In just 156 pages, this book covers topics ranging from atmosphere, to playtesting, to level balancing, to making old monsters/encounters fresh, to proper formatting, and more. It's a tremendous resource for anyone looking to write their own adventures in a more marketable format, and I can't wait to start putting some of this advice into practice. It's largely D&D-centric, but the principles can be adjusted to nearly any game system. Highly recommended to any DM, GM, storyteller, or judge, no matter your choice of RPG.