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
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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]