I’ve recently released my first DMsGuild product, an adventure called A Town Called Mud: The Haunted Mine. (You can get it for even cheaper if you pick it up as part of this RPG Writer Workshop bundle!)
It’s a Six-guns & Sorcery adventure for D&D 5e. That means there’s a Wild West vibe to the whole thing.
So, why did I write this specific adventure? What was it about this idea that spurred me on?
Well, to begin with, it was a reasonably easy story to craft.
Player characters win a deed to a mine, find out the place is haunted, and go off to investigate. Add complications on the way there (bandits), a surprise twist (someone summoned the ghosts to take over the mine, for nefarious purposes), and come up with a couple of neat items (the boomstick magic item, a version of a revolver), and call it a day.
Then focus on writing it all up and making it look pretty, because I’m on a tight deadline of publishing within a month of starting.
Also, by making the town of Mud part of the title, I left myself open to sequels. I’m still working on some detailed ideas for it, but I want to take a break from adventures in Mud and maybe write something different first.
So far, I have some more ideas for firearms, piety mechanics for the Norse pantheon, and an idea that will either turn into an adventure in Theros or the Planes OR a collection of plot seeds for DMs to run with.
Why did I pick a Six-guns and Sorcery-style adventure? Why not go with something a bit more mainstream?
I wanted to write something I didn’t see much of on DMsGuild. I also had some ideas running around my head for my Out West setting when I was brainstorming my ideas. It seemed like an easy stepping stone to take the idea but not develop it heavily for the homebrew setting (since you can’t do that on DMsGuild). I can always build something further and throw it on DrivethruRPG at some point in the future – in fact the main reason I stayed with the DMsGuild option was because I wanted a monster from Mordenkainen’s Tome of Foes to be my main villain, and I could add a trait from Volo’s Guide to Monsters to a villainous servant easily too.
Having seen how much of the adventure I could build without needing the published material to fall back on, I better realised my options for the future.
And that’s that really. Coming soon I’ll have a post about running the Haunted Mine adventure Out West, though not a lot changes really – more in-depth character descriptions than anything else.