How to Write Adventure Modules That Don't Suck (revised)
How to Write Adventure Modules That Don't Suck (revised)
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.