Below are two layout styles, completely opposite of one another. the first has flavor text that is clearly called out, and the second has no flavor text to be read to the players at all, leaving that up to the DM. There is more white space in the first, and very little in the second. Which of the two do you prefer, or if you could do a hybrid of the two, what would it be like?
Personally, even though I was a fan of the boxed flavor text (and this adventure is trying to emulate the old school modules), I prefer the second, except making the pic a full half page and get rid of the text wrap around it.
(https://lh6.googleusercontent.com/-oSRD5Q9sM34/U0XPHa370WI/AAAAAAAAAns/fCOxz_1l88Y/w612-h792-no/sample+page.jpg)
(https://lh6.googleusercontent.com/-1CJg8q7p4Wo/U0_e0XPnp-I/AAAAAAAAApE/PVfvrWFG3Bs/w612-h792-no/sample+page2.jpg)
I prefer the first page. I can look down at the page and know in an instant where to find the information I need to run the encounter.
//Panjumanju
I don't need canned text to read to the players, but the second layout is a wall of text. I like layouts that let me scan for the pertinent information really quickly. Paragraph separation, or sub-headings would be really useful.
(Then again, I have no trouble describing things, so just seeing the word 'overgrown' is preferable to detailed descriptions.)
You know, it occurs to me that when I'm having the experience as a player, I want sensory first impressions, second impressions, details, and so on. Dark cave mouth, a latrine stink wafting out on cold air, a scratching noise, a high-pitched mewling cut short.
As GM, I want to know the main factors, more or less in order of overall significance. Dark cavern, 14 lizard-folk living in squalor. Open latrine directly next to their (unlit) camp fire. They're starving but have learned to fear open confrontation with the island lords.
I am actually fine both approaches. The first is a lot easier to use during play, but the second can get me more inspired and excited prior to play. The second also requires more study before hand. Bug I can happily run both.
what about something like this. The text blocks aren't flavor text for the players (necessarily), but contain the physical descriptions of the encounter that would be important to the players, while the non blocked text contains all the mechanical information. That way the DM can easily find which section that he or she is looking for.
(https://lh4.googleusercontent.com/-MfY6vJyZF-4/U1ABVmzBwXI/AAAAAAAAAps/YSi8TgnTRN0/w612-h792-no/sample+page2a.jpg)
Those text boxes look a bit funky with the outlines to me.
The second would be unreadable on a tablet, so the first.
-clash
Me too. What about this. I reduced the size of the pic in this example just to show how all the text info would look, but final pic size would be 1/2 page.
(https://lh5.googleusercontent.com/-wmhA2Go3uFo/U1AGBMYO0GI/AAAAAAAAAqY/Ahu5-n1bEAQ/w612-h792-no/sample+page2b.jpg)
Quote from: flyingmice;743187The second would be unreadable on a tablet, so the first.
-clash
That's a good point. Perhaps a pdf version for mobile devices, as well as a more traditional sized PDF
Quote from: Sacrosanct;743188Me too. What about this. I reduced the size of the pic in this example just to show how all the text info would look, but final pic size would be 1/2 page.
(https://lh5.googleusercontent.com/-wmhA2Go3uFo/U1AGBMYO0GI/AAAAAAAAAqY/Ahu5-n1bEAQ/w612-h792-no/sample+page2b.jpg)
I quite like an approach like this. It allows me to sit down before hand and read at a more relaxed pace but looks like it it will be way to find what I need during play.
Second question: What about just omitting interior artwork, and instead putting them all as handouts in an appendix? I already have about two dozen specific handouts (puzzles, etc), but I'm on the fence about including all artwork as handouts so when the encounter happens, the DM isn't the only one who sees a visual reference.
I prefer a walkaround layout so I can stay with my train.
* looks around * Oops, wrong forum, sorry...
We had a tangential discussion about this awhile ago. Zak S had a lot of good points about how the noise to signal ratio was problematic in modules. Several others like misterguignol expounded on the criticism. Basically brevity, highlighting, and editing were prized for
their direct use at the table.
As I have been digging through tenfootpole.org and "horde & hoard" google docs for module examples, I find it hard to disagree. Often the traditional module editing and formatting is a hassle during play. Both of these examples you gave are inconvenient, but for different reasons (annoyingly redundant descriptive filler in page consuming format v. wall of text obfuscation).
I think this is a topic worth discussing again, though I understand if you are close to print it'd be unhelpful for this immediate project. So let me put my best example from that post and people can thread back to read the tangent. I do like show not tell description in theory, but I favor highlighted and bulleted simplicity during play. Hopefully this helps brainstorm new approaches for you.
Because my quote-fu is weak, I fail to add Dirk's inspiring example before this:
Quote from: Opaopajr;625714That's roughly how I'd do it.
I'd probably retain a Familiar v. Unusual section just to give GMs a heads up of what works off of familiar tropes and what's going to need more attention.
I really like your "Special" section inclusion. Kinda works differently than my"Recommendations" because it tags the recommended idea to an object or section of the room first, instead of the room itself and then localize. That way it hotkeys potential to descriptions as they are being described. Mine makes those room highlights still optional, and presents it in a list format in case people want to use it as a randomized table. I like both formats actually, they each serve a purpose.
And I must absolutely applaud you for bolding key words. It's such a simple thing, but boy does it help when GMing.
Here's how I think I would retain my format for such a list of rooms. (I moved familiar and unusual because this is a cluster of sub-rooms for one main room complex.) I'm adding more, 'cuz it's fun:
Region: Giant's Food Rooms
Familiar - Medieval era. Fireplace cauldron, butcher table, pantry, larder, cellar, dining room, cold storage, smoke & BBQ rooms, etc.
Unusual - Everything is Large sized.
Regional Mobs: Giants, Orcs, Bobcats, etc.
Regional Treasure: Signet Ring, giant-sized butcher tools, etc.
12 (a) Giant's Kitchen, main room
1. Cauldron is simmering with human hand stew. If tipped over (requiring a successful Open Doors roll) everyone within 20' in the direction it's tipped must save vs. wands or be scalded (2-12 damage).
2. Butcher table has two whole cows atop, along with giant-sized butcher tools. These tools may be used as -1 to-hit improvised weapons. (e.g. cleaver as voulge, trimming knife as bastard sword, etc.).
12 (b) Giant's Pantry
1. Climbing or shaking the pantry risks food avalanche (5+ on 1d6). Save v. wands to get out of the way and take no damage.
1-2 Flour: Crush 1-4 hp in 10' sq., creates Fog & asphyxiate 1 hp round in 40' radius, may explode from static or fire. Buried may smother.
3-5 Potatoes & Onions: Crush 2-12 hp in 20' square. Save is 1/4 bruise damage from bouncing food. Area is now slippery. Buried may smother.
6 Cheese Wheel of Doom!: Crush 4-16 hp in 5' square, then rolls in one direction (1d12 clockwise) for 1-4 hp. Reeks, but no gas damage.
2. Domesticated bobcats stay here. Wary, low morale. Often seeks Giant owners when attacked.
12 (c) Giant's Larder
1. Among whole cows are several human corpses hanging on hooks. One still wears a signet ring -- a son of a local noble who is offering a reward to find him or his body and ring. Suggested reward: 500 gp or one noble favor.
2. Gelatinous Cube Head Cheese, corralled in a metal half box. Still alive and thoroughly delicious!
3. Massive sausage rope leading to a top shelf of whole dragon whelp jerky. Gutted and skinned, but teeth and claws still intact.
Quote from: Sacrosanct;743192Second question: What about just omitting interior artwork, and instead putting them all as handouts in an appendix? I already have about two dozen specific handouts (puzzles, etc), but I'm on the fence about including all artwork as handouts so when the encounter happens, the DM isn't the only one who sees a visual reference.
This is a very interesting idea. The problem I have is a) loose leaf folio art getting lost from the rest of the module, or b) tedious repeated referencing to back page art from body content. One has deteriorating value due to threat of everyday use, and the other becomes a pain like maps without keyword-ed referencing.
However some GMs are bad at description and a picture is worth a thousand words. To enable "kindergarten teacher showing the book's pictures" is a tempting function. Perhaps keep the art within the body text for GM reference and mood, but have "enlarged to a single page" art reprints in the back, with page indexes at the bottom. Gets best of both worlds.
Quote from: Opaopajr;743227We had a tangential discussion about this awhile ago. Zak S had a lot of good points about how the noise to signal ratio was problematic in modules. Several others like misterguignol expounded on the criticism. Basically brevity, highlighting, and editing were prized for their direct use at the table.
As I have been digging through tenfootpole.org and "horde & hoard" google docs for module examples, I find it hard to disagree. Often the traditional module editing and formatting is a hassle during play. Both of these examples you gave are inconvenient, but for different reasons (annoyingly redundant descriptive filler in page consuming format v. wall of text obfuscation).
I think this is a topic worth discussing again, though I understand if you are close to print it'd be unhelpful for this immediate project. So let me put my best example from that post and people can thread back to read the tangent. I do like show not tell description in theory, but I favor highlighted and bulleted simplicity during play. Hopefully this helps brainstorm new approaches for you.
Because my quote-fu is weak, I fail to add Dirk's inspiring example before this:
Interesting, but to be honest, a bit too outliny for me. That looks like how I'd format an adventure when I'm creating a video game, not a tabletop game. You don't have to abbreviate or notate everything. Whatever happened to the power of a full sentence or paragraph?
Too each their own
First layout is better, because the second is just a wall of text.
Quote from: Sacrosanct;743192Second question: What about just omitting interior artwork, and instead putting them all as handouts in an appendix? I already have about two dozen specific handouts (puzzles, etc), but I'm on the fence about including all artwork as handouts so when the encounter happens, the DM isn't the only one who sees a visual reference.
Do both for the electronic versions; it's not like you have page restrictions in a .pdf.
Quote from: Sacrosanct;743246Interesting, but to be honest, a bit too outliny for me. That looks like how I'd format an adventure when I'm creating a video game, not a tabletop game. You don't have to abbreviate or notate everything. Whatever happened to the power of a full sentence or paragraph?
Too each their own
Your goal is to make it easy to use at the table, and to give the GM exactly as much information as they need. There's no inherent value in using more words than you need.
In other words, yeah, I like the simple keyword, highlight approach.
Quote from: Sacrosanct;743246Interesting, but to be honest, a bit too outliny for me. That looks like how I'd format an adventure when I'm creating a video game, not a tabletop game. You don't have to abbreviate or notate everything. Whatever happened to the power of a full sentence or paragraph?
Too each their own
I think everyone requires different levels of text versus brevity. Personally I prefer stuff like location descriptions to be a bit brief, but if you want to give me tones of background material, I am fine with that being more robust. And for important places, where I intend to read the entries in advance of running them, I a fine with more text as well. i think the basic trade off is brevity is easier to use in live play, more text is harder to use live during play but (to me at least) tends to inspire my imagination more. I can work with either as a GM and approach using them differently.
Quote from: Sacrosanct;743246Interesting, but to be honest, a bit too outliny for me. That looks like how I'd format an adventure when I'm creating a video game, not a tabletop game. You don't have to abbreviate or notate everything. Whatever happened to the power of a full sentence or paragraph?
I think it's useful to have a couple bullets at the beginning of each room/encounter/locale that outline very briefly the main points as a mnemonic device. I don't like fishing through columns of text looking for what's going to happen.
Then can come the prose that I'm supposed to digest earlier during prep.
I also like the NPCs and Monsters to be clearly indicated in the text either by indention or bold (if there's no bold elsewhere in the text).
Pictures in the module... I always thought that these were a bit weird as the players will never see them. If there is to be art, it should also be available as separate files (or a booklet like Hidden Shrine of Tamoachan).
Quote from: Sacrosanct;743246Whatever happened to the power of a full sentence or paragraph?
What happened to it was: does the thing you're writing
have power that needs a sentence to convey it?
I mean "And one midnight I found her in the embrace of a black naked demon, and the sight twisted my mind. I stood back aghast. I was not seen, and I went slowly away. In the morning she came running across the terrace, smiling and happy, like a child. 'Leave me,' I told her. 'You are vile beyond calculation.'"
(Jack Vance)
...needs sentences. It is better for being in a sentence.
"There are fifteen goblins in the room, six of whom are armed with clubs." is a
perfectly workable room but it doesn't
gain anything by being in a sentence.
"15 goblins, 6 have clubs" has the same amount of "power". And distributes it over far fewer square inches.
As for details: if you are adding a mundane detail that is mechanically significant but not something any GM couldn't have come up with on their own ("The table is 15 feet long") then don't include it.
A helpful way I've found is to organize things like this:
Stuff you'll notice immediately is here in this first paragraph.
If the PCs enter the room then they see the stuff here.
If the PCs look under the table, they'll notice the stuff I wrote about here.
If the PCs try to cast This Spell then This will happen.
That way the GM knows which things s/he doesn't have to read immediately during the game.
Quote from: BedrockBrendan;743191I quite like an approach like this. It allows me to sit down before hand and read at a more relaxed pace but looks like it it will be way to find what I need during play.
Yeah, I'd prefer that style as well. I don't like boxed text. My players' eyes tend to glaze over if I read room after room of text so I usually end up paraphrasing as I go.
I don't care for the minimalist approach. I like complete sentences. As a rule, I don't like generic encounters anyway so minimalist format doesn't work for me. If six goblins are in a room, I want to know why they're there. I want to know how they react to threats. I want to know who comes running to their aid. If none of that is present, I want at least one of them to stand out somehow, whether by an interesting tactic, choice of weapon, or special ability granted to him by his goblin god. A room with 6 goblins, 4 have clubs is something my kid can write so why am I paying for it?
Would I refuse to run an adventure that just provides lists and bare bones descriptions? Probably not. Would I feel like I got my money's worth? Depends on the adventure of course, but that's already one knock against it, so it would have to be outstanding.
Keep in mind I read adventures for inspiration and almost never run them as written, so I prefer a little more detail to hold my interest. For that same reason, I like to see art interspersed throughout the text unless it's specifically designed as a player handout. It makes it easier to locate rooms, encounters, etc. when flipping through pages. Plus, it breaks up all the text.
Quote from: Zak S;743487What happened to it was: does the thing you're writing have power that needs a sentence to convey it?
I mean "And one midnight I found her in the embrace of a black naked demon, and the sight twisted my mind. I stood back aghast. I was not seen, and I went slowly away. In the morning she came running across the terrace, smiling and happy, like a child. 'Leave me,' I told her. 'You are vile beyond calculation.'"
(Jack Vance)
...needs sentences. It is better for being in a sentence.
"There are fifteen goblins in the room, six of whom are armed with clubs." is a perfectly workable room but it doesn't gain anything by being in a sentence.
"15 goblins, 6 have clubs" has the same amount of "power". And distributes it over far fewer square inches.
As for details: if you are adding a mundane detail that is mechanically significant but not something any GM couldn't have come up with on their own ("The table is 15 feet long") then don't include it.
A helpful way I've found is to organize things like this:
Stuff you'll notice immediately is here in this first paragraph.
If the PCs enter the room then they see the stuff here.
If the PCs look under the table, they'll notice the stuff I wrote about here.
If the PCs try to cast This Spell then This will happen.
That way the GM knows which things s/he doesn't have to read immediately during the game.
You can always do both as well. In a module, redundancy of info isnt such a bad thing, so you could have all the bare bones essentials for live play at the start of an entry, followed by a more in depth explanation for those desiring detail and full sentences prior to play.
Quote from: BedrockBrendan;743582You can always do both as well. In a module, redundancy of info isnt such a bad thing, so you could have all the bare bones essentials for live play at the start of an entry, followed by a more in depth explanation for those desiring detail and full sentences prior to play.
Actual, redundancy can be a
really bad thing. At least that kind of redundancy, where you put all the info
next to the other info. Redundancy makes individual rooms take up more space and means you get less context for what's around the room per page spread. Instead of looking at 5 rooms at once you're looking at 1 or 2, flipping through pages just to find basic stuff.
Plus you
still have to comb through the sentences to see if any of that stuff is important. Otherwise you wonder why it's there.
If it's essential to understand the character of the room: put it in front of the GM and do that efficiently with no fat.
If it's nice to know but takes a long time to explain: put it far far away from the room description in it's own memorable section so that the GM knows they need to memorize it before the game starts.
Quote from: Zak S;743585Actual, redundancy can be a really bad thing. At least that kind of redundancy, where you put all the info next to the other info. Redundancy makes individual rooms take up more space and means you get less context for what's around the room per page spread. Instead of looking at 5 rooms at once you're looking at 1 or 2, flipping through pages just to find basic stuff.
Plus you still have to comb through the sentences to see if any of that stuff is important. Otherwise you wonder why it's there.
If it's essential to understand the character of the room: put it in front of the GM and do that efficiently with no fat.
If it's nice to know but takes a long time to explain: put it far far away from the room description in it's own memorable section so that the GM knows they need to memorize it before the game starts.
Sure the particular organization i suggested may have been problematic for that reason, and the publisher needs to consider things like page count and maximizing value for the customer, but I think when page limits are not a consideration, redundancy can be enormously helpful in a module (so you dont have to flip back and forth). In this case where you have two competing needs (one for on the spot usefullness which definitely favors brevity and one for inspiring the GM before hand), I think in the right format redundancy is one approach. For instance it might work well in a PDF or a book where it wont drive you over your target page count. I do agree putting them next to each other is potentially confusing. Not sure of the best structure in practice. I also know as a gamemaster i kind of want both the brevity but also the deeper explanation with more inspiring text. So having both present in a module, but in seperate areas, would be helpful for my purposes.
Quote from: Zak S;743585Plus you still have to comb through the sentences to see if any of that stuff is important. Otherwise you wonder why it's there.
.
This is certainly a concern and it might trouble certain GMs. My attitude is to view it as optional information you can bring in if you remember it and find it useful. The stuff you absolutely need to know, you might want in those text light areas, then have something a little deeper later on to help get the Gm in the mood. I suppose it is preference but I do have to admit, I find i like having flavor text that really gets me interested in the module itself, and that can be achieved by giving me lots of interesting and well written background, location and npc information. But stuff in that format is easy to forget, so I want the ability to jettison stuff i dont really remember during play, but have the stuff I absolutely cant forget in an easy to find spot.
One of my favorite things about B1: In Search of the Unknown, is the empty monster and treasure blocks, along with the random monster encounter and treasure tables, so as a GM you could randomly (or not so randomly) stock your dungeon.
Didn't see any of this in either of those layouts.
Quote from: GameDaddy;743603One of my favorite things about B1: In Search of the Unknown, is the empty monster and treasure blocks, along with the random monster encounter and treasure tables, so as a GM you could randomly (or not so randomly) stock your dungeon.
Didn't see any of this in either of those layouts.
With the way the superdungeon is designed, it's not really conducive for the GM to replace encounters or go through and stock with his or her own. Some of the encounters are very specific (like the Cultist Shrine example) and tie directly with other encounters further on.
*edit* also, adding those sections to each encounter would take up too much space, resulting in only one or two encounters per page. On pages with no art, I'm at 2-4 per page. With almost 300 encounters, it can get big.
Anyhoo....
This is another version I'm debating on. Trying to keep the descriptive text (knowing how the contents of the encounter fits with the rest of the lair, yet having quick reference points of the important bits)
(https://lh3.googleusercontent.com/-wJ9zI7Aqi1k/U1LBmbvZIsI/AAAAAAAAAro/zVMGsMsX7dA/w612-h792-no/sample+page.jpg)
Like the one you just posted.
Quote from: BedrockBrendan;743612Like the one you just posted.
I agree, I like this last one best.
//Panjumanju
Ooh, this latest one is clean and has potential! Nice compromise between flavor v. verbosity and discrete layout v. shopping list. Still would personally clean it up a bit more, but a vast improvement.
Here is one without art. I unbolded the "Descriptive" and "DM Info" and italicized them instead. When they were bolded, it took away from the pop of the actual room #, visually.
(https://lh3.googleusercontent.com/-6jYVzVWSNns/U1aGMVj3sMI/AAAAAAAAAsA/vU99SPWt7kg/w612-h792-no/sample+page2c.jpg)
I like the layout on post # 26. No canned flavor text and also no wall of text to sift through. Nicely done. :)
As far as all the art being in s separate booklet, I'm not sure ALL module art is suitable for player handout material. Stuff that shows the detail of an object or area can be useful, but action scenes featuring figures that may or may not represent anyone currently in the party can detract attention from the game rather than enhance it.
I am currently in the process of designing a few site-based adventures for eventual publication, and reading through this thread has been very useful. There are some great ideas here for what to do and what not to do, and it has inspired me to start reworking my material to make it more useful for whoever ends up running it.
I agree with Exploderwizard. Post #26 is exactly how I would like a published adventure to be organized if I were the GM. nice work!
First looks vastly easier to run; second will take a lot of prep reading, underlining etc to be useable. Definitely prefer first.
Quote from: Sacrosanct;743192Second question: What about just omitting interior artwork, and instead putting them all as handouts in an appendix? I already have about two dozen specific handouts (puzzles, etc), but I'm on the fence about including all artwork as handouts so when the encounter happens, the DM isn't the only one who sees a visual reference.
I hate it when companies (eg WoTC) do this, turning reading the adventure into a dreary slog. It's actually easier to show a pic in the main body, while covering up the text, than it is to remember there's a pic in the appendix, locate it and show it.
Just a few observations on post #30's layout. I like that one the best of them, but there are a few points I'd tweak.
1) You've got indents and following space after each paragraph. Indents and following spaces are like belts and suspenders; choose one. For the purposes of module design, I'd recommend following space, as each paragraph deals with a fundamentally different topic and it's easier for the eye to catch on each separate section.
1a) In the earlier layouts, your first paras were indented. First paras after heads never get indented; they should be flush left with the heads. To easily get this effect in InDesign, make a "Body Text First Para" style with no indent, and set its "Next Style" option to "Body Text Indented" or whatever style you're using that has the indent, so that after you hit return on the first para it'll automatically shift to the indented style.
2) My eyesight is bad, but that looks like Helvetica you're using for body text, and that you're using oblique for subheads within the room element. Oblique grotesks are hard to notice and don't have much visual pop. For heads, it's better to use a bolded style, particularly given your major heads. You've indicated the room title's importance by putting it in a heavier, bolder font that looks like bold Souvenir. You're implicitly telling the reader "Bold stuff is for heads". If you then use an oblique or italic for subheads, you're confusing your language.
3) I have issues with that recurrent crossed-swords image. It's splitting the element. You've got the room number and title on top of it, the room details below it, and the room summary to the right of it. Nothing hangs off of it or on it, so it's just sort of sitting there in each room element. I'm not sure what good it's doing. I'm also dubious about the way the Feature/Monster/Treasure notes are stacked, since they end up looking ragged.
Here's a random suggestion. Insert a table- two columns, four rows. Put the room name in the top row. Put "Feature" in the second, "Monster" in the third, and "Treasure" in the fourth. Left-justify everything. Now add a column to the left. Shrink it until it's about a quarter-inch wide. Now merge the top row so the room title is flush left and the lower three lines are still indented by the unmerged column cells. Now add a column to the right. Merge all the cells in this column. Put a right-justified room number here in a large font, maybe even stretched vertically a little in the paragraph style you use for it. The room number is going to be your visual eyecatcher for the room element, and the three callout lines are going to be slightly tucked in by it. I don't know how good this will look, but it saves you the repetition of a visual icon with no real functionality.
4) You've got "Descriptive" right underneath the room title, essentially. (Did you mean "Description"?) It's usually not a positive thing to stack a head right on top of a head. If the first paragraph of every room element is the description, then you're probably better off just dropping the head and letting the paragraph stand alone.
5) You've got a runt line in "will crash back down". Paragraphs that end in lines that have only one or two words need to be removed by trimming the wording earlier, or if that can't be done, then bulked up a little more.
6) Your margins are equal on all sides. As a general rule, your bottom margin should be noticeably larger than your top margin, both to give a little breathing space to the page number and to give the page a "sound footing". Inside margins also need some extra space to breathe for print purposes, as the binding of the spine will eat up some amount of space, and if there's not at least a 2/3 or 3/4 inch margin on the inside you run the risk of having your text run into the crease of the spine, forcing the reader to flatten out your book to be able to read the inside columns comfortably.
7) Your text hits the foot unevenly, with columns of different length. This takes some editing to fix, but you generally want your columns to be the same length without resorting to shenanigans such as vertical justification or breaking a few lines of one element into the next column.
8) Souvenir is a font only B/X enthusiasts can love. I admit to having a soft spot for it myself, and it can be good if you want to make an explicit reference to the B/X era rules and modules, but it was notoriously overused in the 70s. I won't say it was the Comic Sans of its day, but there are perhaps better choices if you're not making a conscious B/X reference.
This page reminds me to get my analysis of TSR typographic styles and formats done. There are a lot of things they did that might be useful for people to see laid out, if only to choose differently or make choices that specifically evoke a design period.
I think this is the final version I'm going to go with. Yes, I know there are a few minor things that may still be there, but I think as long as I avoid orphans, the column lengths are acceptable. Also, since the superdungeon is to pay homage to TSR D&D, I will be keeping the souvenir and TW cent fonts. I did get rid of the crossed swords icon because I didn't feel they were necessary to call out the key features of each encounter; I think the reader can easily get to those points without having an icon to leap out at them.
*Edit* Disclaimer, the text hasn't been edited yet, so don't worry about any issues you see with grammar or repetitiveness (I can see two issues right off the bat.)
(https://lh4.googleusercontent.com/-CkUf5mWmlMg/U2KZetVPXuI/AAAAAAAAAto/9qEZF9XK5uw/w612-h792-no/page32.jpg)