GDW Challenge Writer's Guidelines

By Mark F. Cook ·

TML message #1677From bundle 137

I've already sent this to a couple of TML readers directly, so I thought
the general readership might like to it (just in case any of you would
like to 'get published' in Challenge Magazine).

Later,

        Mark F. Cook

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        [address removed]

INTERNET: [email removed]
UUCP:     {cmcl2, harpo, hplabs, rice, tektronix}!hp-pcd!markc

=====CUT HERE=======CUT HERE=======CUT HERE=======CUT HERE=======CUT HERE=======

        Challenge Magazine Submission Guidelines

 GETTING YOUR SUBMISSION TO US
      Unsolicited manuscripts become the property of GDW and cannot be returned
 unless accompanied by a properly postaged, stamped, self-addressed, large
 envelope. GDW is not responsible for articles lost in the mail. You will
 normally be notified within 30 days of your article's acceptance, rejection,
 or need for a rewrite.

      Computers: Submissions on disk are strongly encouraged. Send the disks
 in a suitable mailer, along with a printed copy in case there is some sort of
 software problem. We will return your disks after copying them. We have the
 ability to take submissions only from those machines listed below.
      Apple Macintosh: Microsoft Word and MacWrite are preferred for word
 processing. If you use any other word processing program, files must be saved
 as text or ASCII. Keep all printer commands, page numbering, and so on out of
 the text.
      Apple II Plus, Other Apples: Files must be saved as text or ASCII. Keep
 all printer commands, page numbering, and so on out of the text.
      IBM PC & Compatibles: Wordstar files are preferred (in any case, we need
 them in MS-DOS). Files must be saved as text or ASCII. Keep all printer
 commands, page numbering, and so on out of the text.
      FAX: FAX submissions must be sent after 6 p.m. CST. FAX submissions of
 more than 20 pages must have prior approval. Disk submissions are preferred,
 as described above.
      Modem: Submissions by modem are not accepted at this time.

 ACCEPTANCE
      After looking over your manuscript, we will notify you within 30 days of
 one of three possible results. First, we may decide to reject the manuscript.
 Where possible, we will comment on how it could be improved for possible
 resubmission. We cannot stress enough the importance of taking a rejection in
 the spirit intended--don't be discouraged. Second, we may return the
 manuscript to you with notes on how we would like to see it changed to better
 fit our needs. Third, we may accept the article outright. Accepted articles
 are subject to editing. If you have not heard from us within two months of
 sending in your submission, please get in touch with us.

 PAYMENT
      Challenge pays $.02 per word upon publication. You will be paid for the
 number of words published, not the number of words submitted. If a submission
 is a collaboration, we need to know who gets what portion of the payment.
 Payment is for all rights, unless other arrangements have been negotiated in
 advance.

FORMAT
      We strongly encourage submissions on disk--see Computers above. Those
 without a word processor will have to rely on the typewriter. We cannot
 consider handwritten manuscripts. All manuscripts must be double-spaced on
 standard-sized white or off-white paper. The first page must contain the
 author's name and address, as well as the title of the article, the game it
 refers to, and the publisher of that game. Each page must be numbered and
 contain the author's name. If more than one manuscript is submitted at a
 time, please include a brief one- or two-word summation of the title on each
 page so we may tell them apart should the pages get shuffled together. Never
 send your only copy of an article.

STYLE
      Manuscripts should be written as clearly as possible, without excessive
 wordiness. As a general rule to the beginning writer, determine what you want
 to say ahead of time--never just sit down and write.
      Headings: Challenge uses three levels of heading. The first is the title
 of the article. Next, any divisions within the article need section headings,
 which are all caps on their own line (like Style, above). Any further
 divisions within a section need subsection headings, which are upper and
 lower case, followed by a colon and text (like Headings, above). Don't worry
 about making these bold unless youUre working on a Macintosh.
      Tables: Many of the articles written for a gaming magazine will have
 tables in them. If yours does, we will want to see a printout of each table
 the way it should appear to help our typesetters get the table set up
 correctly.

 SUBJECT MATTER
     This is the most important criterion we consider. We want our readers to
 be interested in the articles we publish. Don't be afraid of trying something
 new--we are looking for unique ideas. The worst thing that can happen is that
 your idea will be rejected. In general, adventure scenarios are much in demand.
 Sourcebook-type information should be combined with adventure ideas using
 that information whenever possible. In addition, roleplaying games can use
 support articles on game variants or referee's notes. Game variants should be
 playtested in advance by you and be applicable to a broad range of gaming
 situations. Referee's notes should give hints to the referee on how to
 increase interest in the game, how to make his life easier, or how to spark
 his own imagination.

      Challenge articles deal with science-fiction roleplaying in all its
 myriad forms (and we adopt a rather liberal definition of "science fiction").
 Twilight: 2000, MegaTraveller, Space: 1889, and 2300 AD are GDW's SF RPGs,
 but do not limit yourself to just these games when writing articles. We will
 look at articles on any science-fiction roleplaying game by any publisher,
 including Shadowrun, Torg, Star Trek, Star Wars, Battletech, Warhammer,
 Renegade Legion, Call of Cthulhu, GURPS, Paranoia, Cyberpunk, and others.

 Articles for Twilight: 2000
 All articles must be consistent with Twilight: 2000 2nd edition. We have
 attempted to make the adventure background of Twilight: 2000 as rich in
 detail as possible to enhance its believability. This remains the continuing
 top priority. What we need for Challenge are:
      -- Short adventure situations (mini-modules) of 8-10,000 words in
 length, which describe a single adventure situation and a small segment of
 geographic territory necessary for the adventure. Preferably these should
 make use of existing modules for the general background information, but in
 the case of new geographic locations this will not be possible.
      -- Descriptions of items of equipment which have not been dealt with
 before and which will have significant value to the readership as a whole.
 Keep the descriptions consistent with what has been done before (when rating
 a new vehicle, for instance, keep things consistent with similar vehicles in
 the game).
      -- Short descriptions of generic locations (a village, an abandoned
 factory, a boatyard, etc.) that can be used in a wide variety of geographic
 locales (anywhere on the eastern United States, for example, or anywhere in
 southern Poland). These should be about 2000 words in length, and can include
 maps or building diagrams.
      -- Descriptions of generic personalities which (like the generic
 locations described above) can be used in a variety of situations and locales.
      -- In-depth examinations of modern military life or military equipment
 by those who have experienced or used it. Try to keep to the basics, and give
 only such details as will be helpful to a referee in making an adventure
 session more realistic.

 Articles for MegaTraveller
      All Traveller articles must be usable in the MegaTraveller universe.
      Amber Zone: Amber Zone scenarios should be anywhere from 1500 to 4000
 words in length. Amber Zones should be challenging, interesting, and
 open-ended, and should not require extremely rare skills, combinations of
 skills, or exotic equipment unless that equipment is somehow provided.
 Include tasks where appropriate. Sketches or diagrams--such as maps and
 player handouts--should be included. Don't be afraid of obtaining some length
 to add detail to the scenario, but try not to go beyond 4000 words. Amber
 Zones should consist of two parts: the Player's Information segment and the
 Referee's Information segment. The Player's Information section should
 contain an introductory paragraph or two which detail any background data of
 relevance to the job, as well as a general statement of the task. The
 remainder should be devoted to describing the mission in such detail as would
 be available to the players before they accept the job (a run-down on any
 obvious dangers and a statement of the proposed rewards). The Referee's
 Information section should fully describe the situation, giving all relevant
 information which the players can find out if they investigate or participate,
 plus all information which the players cannot find out but which may affect
 them anyway. If any material is unchanged from the Player's Information
 section, it is not necessary to repeat it.
      Bestiary: Descriptions for a Bestiary should be between 500 and 1500
 words long. When writing Bestiary articles, use the rules to their logical
 extent. Create an animal using the rules, then build from that foundation.
 The organisms described should be logical, well-thought-out inhabitants of a
 particular ecological niche, not monsters (they may, however, be large and/or
 dangerous, within these guidelines). Body parts should all have a logical
 function, which might or might not be readily apparent. The descriptions
 should not be random collections of parts (head of a lion, body of a horse
 with human feet...). Exotic characteristics (such as psionic abilities)
 should be used sparingly and with great thought. You are encouraged to
 include a sketch of the animal. Don't worry about your artistic abilities--
 these are for artistic reference only.
       Ship's Locker: Descriptions of equipment should be from 500 to 1500
 words long. The items should be of interest to MegaTraveller players and
 widely available. Try to avoid items which have already been described.
 You are encouraged to create interesting science-fiction devices. Another
 gun or another vehicle should have some very intriguing characteristics to
 make it worthy of publication. Try not to directly steal ideas from
 literature or the movies, even unconsciously--add ideas of your own. Provide
 a sketch if possible.

 Articles for 2300 AD
     2300 AD is a unique gaming universe. Articles pertaining to this
 environment should have the gritty, realistic feel of that universe as
 opposed to the free-booting galactic empire space opera of MegaTraveller.
 Since 2300 AD is a much newer system, it is still in its infancy from the
 point of view of Challenge. Much of its background and detail can and will
 be fleshed out in the magazine. However, we who have created the game and
 its environment have the final word on background information, so if you have
 ideas, you may want to submit them in writing before you attempt to complete
 an article on them.

 Articles on Other Games
      Challenge is the magazine of science-fiction gaming. We are not
 restricting you to writing just about our games or just about roleplaying
 games. Any significant article which deals with futuristic gaming might be
 accepted. If you're not sure your idea fits in, just ask us before you set it
 to paper. Basically, we are looking for meaty articles on these games, such
 as adventure scenarios, rules variants, and gaming hints. Again, ask yourself
 if it would interest you, and go from there.

 CONCLUSION
     Now that you have a better idea what we are looking for, it's time to get
 down to the heart of the matter and put your ideas to paper. If you have any
 questions, send them to us along with a stamped, self-addressed envelope.
 Good luck.
     Challenge Magazine
     [address removed]
     August 1990

 Voice: [phone removed]
 FAX: [phone removed]