Here are some items that are handy when you
go to write adventures:
Your Game Books! The PHB, DMG, Monster Manual, Etc. The campaign book
is good if you’re using a prepackaged campaign, too. Also keep any
sourcebooks you’re drawing from handy, too. This one’s a no-brainer.
A dictionary. It’s helpful in a lot of ways besides propping up the
couch. You can look up long, obscure words that some game designers
think make them sound more intelligent. It will also help when you
write, not only with spelling, but it’s great for generating names,
adventure hooks and locations.
A thesaurus. Many of the same reasons above plus it keeps you from
sounding too redundant. Every DM can benefit from giving detailed
descriptions. It’s also good to help separate NPC dialogues. Different
characters use different words and phrases.
A foreign language dictionary. Especially Latin. The benefit here
is that you can name spells characters and locations and make them
sound older, more well-traveled and exotic. Latin is especially good
for spells and old tomes. You can also substitute real life languages
for foreign languages. “Look the gnomes speak Spanish! Hola amigos.
Donde estan los hombres malos grandes?” Latin is also great for ancient
languages like Draconic or Ancient Elven.
A Baby Name book, or if that’s too scary, the Phone Book: It’s great
for making up names on the fly. Need something that sounds weird or
fantastical? Try spelling in backwards or leaving a few consonants
out. You can also radically alter a name with adding an X,Y or Z in
place of the first letter. Warning!: Pfred the Dwarven Barbarian doesn’t
sound all that tough. Make sure the name is appropriate to the character.
: )
Some kind of style reference: This can be anything from the AP style
guide to an old TSR module. If/when you find a format you like for
your adventures, keep it on hand to guide you when you get stuck.
It’s also good if you’re submitting your adventure to someone to have
their guidelines on hand. Another benefit of having a more “professional”
style guide on hand is to help with grammar and commonly misspelled
words.
Another Game System, Campaign or Gaming Book. Sometimes inspiration
comes from looking at another game. Sometimes it’s just easier to
borrow a whole concept entirely. (When you borrow, don’t publish unless
you’re willing to give the other guy some credit.)
Maps or an Atlas: Not just the game map, although that’s great, but
keep a world or the map of the country you live in on hand. This is
great for establishing distances and getting an idea of the scope
of something. “It’s about like running into Mt Everest in the middle
of the California Badlands...over here at starvation point…” A fantasy
world set on the map of the real world could be interesting if you
move some of the terrain around and add a few things.
Sorry, the numbers didn't copy... Doh!