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Editorial:
Open
Window
by Christopher Perkins
Illustration by Howard Lyon
This month in Dragon ® and Dungeon ® , we offer a
savory blend of Oriental intrigue and Halloween
terror—two great tastes that, like chocolate and
peanut butter, go great together. The latter makes
sense given the season, and the former came about
as a result of resurrecting the idea of monthly
themes. Mike Mearls suggested the idea of a Kara-
Tur theme earlier this year, and several freelance
writers delivered kick-ass content to back it up. In
November, we have articles tied to the theme of
fey magic (to support Player’s Option: Heroes of the
Feywild and the next D&D Encounters season),
and in December you’ ll see content tied to a theme
we like to call “touch of evil” (in support of The Book
of Vile Darkness ).
We have a few themes in mind for early next year
(“romance & royalty” in January, “gods & primor-
dials” in February, and “skullduggery” in March),
and we’re hoping to build future themes around the
articles and adventures we receive from our con-
tributors. In a recent poll , folks expressed interest
in themes tied to classic D&D ® campaign settings
(Dragonlance ® , Ravenloft ® , and Planescape ®
being the three most popular), and we’re open to
TM & © 2011 Wizards of the Coast LLC. All rights reserved.
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Editorial: Open Window
seeing 4th Edition article proposals that hearken
back to classic campaign settings, particularly if the
articles can be adapted for a DM’s home campaign
with minimal effort. The extent to which we tie
content to a given theme will vary month to month;
sometimes it might be just three or four articles,
and other times (like this month) the theme might
carry the bulk of the content. Some other themes
we’ve kicked around the office include “demons &
devils,” “anchor’s away,” “war,” “undeath,” and “the
Underdark.” The themes we choose are ultimately
informed by what you send us. Which brings us to
the topic at hand . . .
The submission window is now open! Until the
window closes on November 30, 2011, we are accept-
ing article proposals for Dragon and Dungeon . The
next submission window doesn’t open until March of
next year, so if you’ve been sitting on a good idea for a
D&D article or adventure, now’s the time to write it
up and send it to submissions@wizards.com . First, be
sure to check out our submission guidelines .
We promise to reply to your email proposal no
later than 60 days after the window closes, although
chances are good that you’ll hear back from us before
then. We reply to email submissions in the order in
which we receive them, and it’s okay to send mul-
tiple proposals in a single email; in fact, we prefer to
receive proposals in batches. However, we judge each
pitch on its own merits, so volume is less important
than quality.
Greg Bilsland and I are the first line of defense
when it comes to proposals. It’s our job (and plea-
sure) to sift through the submissions inbox in search
of gems. We pull out the shiny ones and set up
meetings with the staff to discuss them. After each
of these meetings, Greg or I condense the group’s
feedback into rejection letters (boo!) or requests for
complete articles (yay!).
Our readership has diverse tastes. Some subscrib-
ers prefer “rules lite” story content, in particular world
development and character-building advice. Others
prefer crunchy mechanical content—feats, powers,
magic items, and the like. Still others favor something
in between. We urge writers to err toward story-
focused content, since heaps of new feats and powers
end cluttering up an already cluttered system. And
frankly, designing a feat or power that’s both good and
original is a lot harder than most people think. Con-
sider articles that tackle a particular subject in greater
depth than we’re accustomed to seeing in a print prod-
uct, or that takes something that exists in the game
currently and recasts it in an interesting way (for
example, an article we published last month took the
artificer class out of the Eberron ® setting and found a
home for it in the Forgotten Realms ® setting).
Pretty much the only thing we don’t want to see
are articles chock full of new mechanics with only a
thin veneer of story to explain away their existence—
that, and your 300-page campaign setting! We’re
unlikely to accept a proposal for a new class. Given
the time and resources it takes to playtest a new class
and program it into the D&D Character Builder, we
prefer to design classes in-house. We’re also wary
about adding new races to the game, but we’ll make
an exception if it’s thematically appropriate; the heng-
eyokai, which releases this month, is a good example.
Here’s one recipe for a good article proposal: Take
an idea you’re passionate about. Run the idea past
some of your gamer friends and see if they think it’s
cool. Do a bit of research to see whether the idea’s
been done before. Find a way to make the idea reso-
nate with as many readers as you can. Then submit.
The best proposals are short and concise. You
can usually encapsulate an article or adventure idea
in a short paragraph. Be sure to include a title and
estimated word count as part of your pitch, and let
us know what new mechanical elements the article
includes. For example:
Title: The Ecology of the Modron
Estimated Word Count: 5,000
Description: Modrons march to the beat of a dif-
ferent drum. This article explores their orderly,
clockwork life and the mystery behind “rogue
modrons.” The article also includes statistics for a
rogue modron NPC companion.
When we read a proposal, we’re looking for ideas
we haven’t seen before (or in a good long while)
or which address a perceived need or demand.
Although we rarely have time to participate in
forum conversations, we skim forums and message
boards to see what folks are clamoring for. You can
scour the forums, but be warned: You are not alone!
Other would-be contributors are doing the same
thing, and so the competition is fierce. Six months
ago, after players on our forums clamored for more
runepriest class support, we were bombarded by
runepriest article proposals, of which we could
only hope to publish one or two. If you’re the type
Here’s one recipe for a good article proposal: Take an idea
you’re passionate about. Run the idea past some of your gamer
friends and see if they think it’s cool. Do a bit of research to see
whether the idea’s been done before. Find a way to make the
idea resonate with as many readers as you can. Then submit.
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Editorial: Open Window
of writer who doesn’t thrive on competition, your
research time is better spent elsewhere.
Character themes are the new hotness. The con-
cept was introduced in the D ark S un ® Campaign
Setting and featured in the Neverwinter Campaign
Setting , and we’ve published several character themes
in Dragon (and have more in the pipeline). If you plan
to submit a proposal for a new theme or two (or three
or four), be advised that you’re not alone. You’ll be
competing with lots of other folks for our attention.
If you’re looking for the path of least resistance,
consider submitting an idea for a “Backdrop” article
(which explores a location in one of our published
campaign settings), a “Bestiary” article (new mon-
sters tethered to a clever theme), a “Bazaar of the
Bizarre” article (thematically linked magic items),
a “History Check” article (mechanics-light, edition-
proof recounts of the classic stories of D&D), or one
of our recurring planar articles such as “Domains of
Dread” (all about the darklords of the Shadowfell),
“Demonomicon of Iggwilv” (all about the Abyss),
“Codex of Betrayal” (all about the Nine Hells), “Lords
of Chaos” (all about primordials), or “Court of Stars”
(all about archfey). We also have a popular series
called “Channel Divinity,” which explores various
gods and their devout worshipers. Although we’ve
pretty much exhausted the core deities at this point,
we hope to explore more campaign-specific gods in
future installments. If you’re looking for a challenge,
try pitching an “Unearthed Arcana” article (optional
or variant rules). We’ve published several good ones
of late, including jousting rules and 0-level character
rules, and we have a few more in the works (rules
for arcane duels, a different take on the Far Realm,
and a way to track combat injuries using a print-it-
yourself deck of cards). You could also try your hand
at a “Class Acts” article (articles that show a familiar
class in a new light).
Adventures are harder to write than articles, but
our DMs can’t get enough of them! You need to sell
us on three things: the plot (what the villains are up
to), the hook (how the heroes get involved), and the
setting. We’re looking for memorable villains and
locations with character, particularly dungeon set-
tings. (The magazine is called Dungeon , after all.)
We’re looking for adventures of all levels, and if you
really want to get our attention, take something that’s
familiar to D&D players, like goblins, and put a clever
spin on it. Goblins riding behemoths, for example,
is something we’ve never seen before. Similarly, you
might think bandits are boring, but that’s probably
because you’ve never considered a gang of treant
bandits (“when nature attacks!”) or a tief ling bandit
who’s stealing paintings of the Nine Hells for some
fell purpose. A clever spin can do wonders.
We could use more Side Treks, which are single-
encounter scenarios that DMs can use as interludes
between longer adventures. If you’re new to adven-
ture writing, a Side Trek is a nice way to get your
feet wet. That said, if you have an awesome idea for
a longer adventure (between 5,000 and 15,000
words), pitch it. When it comes to adventures, the
only proposals we don’t want to see are for adventure
series . Please, just send us one-off ideas. If we publish
an adventure that turns out to be very popular, we
might commission a sequel, but don’t try to sell us on
a 45,000-word adventure broken into three 15,000-
word parts. We’ve had great success with series in
the past, but we prefer to come up with those ideas
ourselves and assign series adventures to freelance
writers we’ve worked with before.
If the past is any indication, we expect to receive
between 1,500 and 2,000 unique proposals over
the next two months. Compare that number to the
number of freelance articles we publish in a typical
year (around 100 to 120), and you get a sense of the
competition. The two most common reasons for rejec-
tion are (1) your idea is similar to another idea we
liked better or (2) we’ve explored that idea to our sat-
isfaction. For example, we don’t need and can’t afford
to publish three different articles about runepriests in
one year. If someone proposes a really cool runepriest
article and we end up requesting a first draft, that
doesn’t bode well for the other runepriest proposals in
the submissions inbox. We still read every proposal,
because who knows—we might stumble upon a second
runepriest article that’s different enough from the first
one and cool enough on its own to warrant publica-
tion. This did, in fact, happen—which is why we have
a runepriest article this month and another one tenta-
tively planned for December. But that probably means
we won’t be publishing any runepriest support in
2012, given the number of other classes in the game.
The realities of the publishing business aside, I
look forward to seeing your article and adventure
ideas over the next two months. I’m also anxious to
f lesh out next year’s themes and pack the schedule
full of articles and adventures that will surprise and
delight our readers. Dragon and Dungeon remain,
after all these years, the best ways to break into the
RPG publishing industry. We pay well for the arti-
cles we publish, and we take pride in helping our
freelancers develop as writers. If you’re a struggling
perfectionist like me, who sees rejection as an oppor-
tunity for improvement rather than a barrier, then
you’ll succeed one way or another. Best-case scenario,
you might end up becoming one of our most prolific
contributors if not a future employee. As someone
who kick-started his gaming career by writing adven-
tures for Dungeon , I know what I’m talking about.
If you’re not interested in submitting article and
adventure proposals but have opinions about this
month’s theme or issue themes in general, we’d love
to hear from you. Feel free to drop us a quick note at
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Class Acts: Assassin
Secrets of the Ninja
By Dave Chalker
Illustration by Kerem Beyit
Look into my eyes as your life slips away.
You may be illed with terror. You may
want to cry out, but ind you cannot. You
may be wondering what happens next.
You probably hate me for bringing you
to this point. But you are about to learn
the ultimate secret, and go where even
the gods fear to tread. You are about to
experience the mystery that we spend our
whole lives trying to understand; and in
these inal seconds, I wish to share it with
you, as I have with hundreds of others.
NINJA IN D&D
The ninja appeared in the 1st Edition Oriental
Adventures as a fully playable class for the Kara-
Tur campaign setting. Such characters were
required to have a dual class of ninja and a “cover
class” to hide their true nature, and divided their
XP between the two. In 2nd Edition AD&D, The
Complete Ninja’s Handbook presented the ninja
as a complete class, with a variety of kits to
further customize the ninja’s abilities (while also
opening up the option of an all-ninja campaign).
A full ninja class appeared in the 3rd Edition
Oriental Adventures handbook, for playing such
a character in the world of Rokugan. This article
brings the Kara-Tur ninja to 4th Edition D&D
as an option for the executioner assassin from
Player’s Option: Heroes of Shadow™.
Most modern historians in the real world
agree that the images of ninja in popular culture
are pure fiction, from their style of dress to their
choice of weapons and their purported abilities.
In the mythical world of D&D, however, this may
all be fact. And besides, what better way for the
ninja to hide than to be dismissed as invention?
The Ninja Assassin
Of all the warriors in the realm to draw steel in
combat, the ninja is the most mysterious. The streets
are full of whispered rumors about these silent spies
and killers, who seem able to appear anywhere at
any time. Some say that ninja can alter their appear-
ances so skillfully that one of them can stand before
a victim in the guise of a lifelong friend or trusted
retainer, and awaken no suspicion; and that they can
kill with a single sword stroke. Even mighty warlords
in their castles are careful to never offend a ninja
TM & © 2011 Wizards of the Coast LLC. All rights reserved.
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