Justice’s Guide to the DMs Guild

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Every once and awhile, I receive a notification from an aspiring game designer asking for advice. The tabletop community is brimming with avid game masters, players, and worldbuilders eager to share their creations. With a few DMs Guild best sellers to my name, folks often ask me about publishing on the DMs Guild.

These questions are always humbling—after all, I still consider myself an aspiring game designer at heart! Not long ago, I was firing off applications to Wizards of the Coast for any job I could get. “Maybe if I can nab a janitor position,” I thought, “I could tack an adventure on a bulletin board near Chris Perkins’ office, a la the chalkboard scene in Good Will Hunting.” I could have benefited from some entry-level advice for sure.

Over the past few years, the DMs Guild has blossomed from a budding platform into an active community, home to some of the best third party content that D&D 5th Edition has to offer. Currently, the DMs Guild is the only platform where you can directly benefit from the sale of original content featuring official D&D properties such as the Forgotten Realms, Strahd Von Zarovich, or Acererak’s mad shredding skillz. On top of that, the DMs Guild Adepts program includes some of the best and brightest D&D creators in the industry, and brand manager Lysa Penrose has put in countless hours working to make the Guild a more inclusive, positive, and welcoming space.

Throughout my time on the Guild (that’s what the cool kids call it), I’ve learned many valuable TTRPG lessons. Some of them came easily, taught to me by friends, mentors, and generous peers, while others were the products of hard work or failure. I’m a big proponent of paying things forward, so I’ve created this article as a sort of landing page for new creators.

Resources

Before I begin, I wanted to list a few helpful resources.

Getting Started on the DMs Guild. This article by James Introcaso helped me when I first dipped my toes into the waters of the Guild, and I’m sure it will help you. James is the creator of Roll20’s Burn Bryte, Managing Editor at MCDM, and credited on several official D&D hardcovers. “Getting Started on the DMs Guild” breaks down the major beats of the creative process, from concept to a published product. Be sure to read James’ article if you need an overview of the TTRPG writing process.

Getting Started on the DMs Guild. Yes, this article has the same name as the one above! But this one is a more support-driven article written by the folks at DMs Guild and OBS. Think of it as a checklist to review at least once before you begin your project. Review it again before you go to publish—the last thing you want is your product taken down on release day because you forgot the DMs Guild Logo!

D&D House Style Guides. These free resources, written by members of the Dungeons & Dragons creative team, are designed to help you write content that’s in-line with official D&D standards. Though there are some slight formatting variations between official publications, these resources are absolutely essential if you want to emulate D&D 5th Edition style in your work. I highly recommend you familiarize yourself with these resources. While it’s okay to deviate from them, DMs Guild customers expect some degree of consistency. If your work is drastically different from what they’ve come to expect in 5th Edition, your audience may struggle to incorporate it in their games.

RPG Writer Workshop. This digital academy was created by Ashley Warren, a TTRPG titan whose credits include Hekna!, Icewind Dale: Rime of the Frostmaiden and the critically acclaimed Uncaged Anthology series. In addition to the very popular Write Your First Adventure course, the RPG Writer Workshop has a poppin’ Discord channel where you can connect and learn with other creators.

Becoming a D&D Designer. I was on this panel with D&D heroes Celeste Conowich, Lysa Penrose, and Ashley Warren for D&D Celebration 2020. I can testify that I would have personally benefited from this panel early on! You’ll see some of its information echoed in the article below.

First, Write the Thing

So, you’ve got an idea, and you want to publish it on the DMs Guild. That’s great! Your creations deserve to see the light of day. The first step is to write the thing.

This article isn’t about writing—I’m assuming you can handle that part! What makes writing “good” is subjective, but my writing has improved from following insightful creators like Teos Abadia, M.T. Black, James Haeck, Sly Flourish, Hannah Rose, and Shawn Merwin. I’ve also learned a lot by working with my partner in crime, Anthony Joyce, on several projects. Ultimately, your writing style is impacted by the subject matter of your supplement, your personal preferences, and the audience for which you’re writing.

General DMs Guild Writing Tips

Okay, so I lied. I can’t just throw you into the deep end like that! Here are a few quick tips for writing your first DMs Guild Supplement.

  • A Bigger Audience. Writing for the DMs Guild is not the same as writing for your home game. Cast a wide net that gives Dungeon Masters and players the tools to approach a scenario in a variety of ways. Don’t tell stories. Give tools.
  • Collaborate. Unless your project is small, I highly recommend working with at least one other writer. The experience will make both of you better creators. You’ll think of things that other collaborators don’t and vice versa, and the idea generation phase—which might just be my favorite part—is a lot better when you can pitch your ideas with someone else before they hit the page.
  • Hire an Editor. You think finding a typo in your Tweet is bad? How about discovering twenty of them a week after you’ve released!

The Three Pillars of DMs Guild Supplements

Just like a D&D session, you can break down any given DMs Guild project into three categories.

  • Writing & Editing
  • Artwork
  • Graphic Design

Let’s talk about editing first.

Editing

Remember when I said hire an editor? I wasn’t joking. Editors are like blacksmiths, removing impurities from your writing and giving your words the cutting edge that lets the pen rival the sword. Even if you’re just writing for fun, I strongly recommend that you hire an editor. They are well worth the investment.

There are three types of editing:

  • Proofreading. The most basic form of editing. A proofreader reviews a document and identifies mistakes such as spelling, grammar, punctuation, and formatting.
  • Copyediting. A copyeditor analyzes a document in terms of grammar, spelling, flow, and syntax. In addition to correcting errors and inconsistencies, a copyeditor may recommend slight changes to improve a sentence or paragraph. On the DMs Guild, this may also involve them reviewing your work for adherence to the D&D House Style Guide.
  • Developmental Editing. A developmental editor reviews your project as a whole. They look at the big picture, examining your work in terms of structure, style, content, pacing, and/or value. Think of a developmental editor as a sculptor, reshaping your work to be more in line with your vision.

The Cost of Editing

Prices vary between editors, but services are generally priced based on the degree of involvement. Proofreading is relatively inexpensive (I’ve seen anywhere from 1-3 cents per word for the DMs Guild) when compared to copyediting (3-6 cents per word), while developmental editing can rival rates for consulting or sensitivity reading (10 cents or higher). The longer your project is, the more you need to budget for editing. As a brief disclaimer, industry-standard rates are often higher than on the DMs Guild.

Artwork

You’re probably going to need some artwork, even if it’s just for the cover page! Tables, bullets, and other design elements can help break up a wall of text, but including a striking piece of artwork every few pages keeps readers from getting fatigued.

You don’t have to commission a single piece of artwork for your DMs Guild supplements. If you’re willing to do some legwork, you can source art without breaking the bank or underpaying artists. Here are some tips for cutting the costs on art assets:

  • D&D Creator Resources. Unless you’re a DMs Guild Adept, you can’t replicate official art in your products. However, the DMs Guild does contain a few collections of artwork in their DMs Guild Creator Resources, which you can find on the Logo and Artwork Questions page. You should also just give this page a review in general. It’s all good stuff. There are some great pieces in the Creator Resources, but you’re going to have to do a little hunting; last I checked, the pieces didn’t have any established naming convention.
  • Stock Art. There are several artists on the DriveThruRPG who publish stock art at a highly discounted rate compared to industry standard. Here’s a link to the stock art page. The trade-off is that other creators can also access this license, and other products are likely to have the same piece you bought within their pages or maybe even on the cover. Don’t let that dissuade you, though. Industry-standard covers can run you anywhere from $300-1,000 depending on the individual artist and their rates.
  • Game Assets. Some companies market to app developers, bundling assets aimed at fantasy-themed smartphone games. Preparing to write some magic items? Look at game asset websites like Rexxard. They make tons of assets for books, monsters, spells, and potions that you can drop into your project for just a few bucks. And of course, whenever possible, you can always write your content around the artwork you have.
  • Licensing Art. I’ve seen a few very successful products on the DMs Guild utilize licensed art. An artist may work on a piece for practice, pleasure, or another project with non-exclusive rights to their work. If it fits, you can always reach out to the artist—politely and professionally—and inquire whether any pieces are available for a one-time license for your supplement. Pick a few candidates from their portfolio and have them ready when you reach out. Some artists’ rates may depend on the piece you’re licensing, or they might offer bundle pricing if you license multiple pieces.

If you do decide to commission artwork for your products, my recommendation is to start with the cover and go from there. Especially around official D&D releases, the DMs Guild is flooded with new content, and a stand-out cover can help set your product apart from the rest. You don’t have to commission a full-page cover, either. A half-page cover with good graphic design, like I had for the Mithral-best-selling Devil’s Advocate: A Guide to Infernal Contracts, works just as well!

Layout

Once you’ve got everything ready to go—your work has been written, playtested, and edited, and your artwork has been chosen—it’s time to go to layout. Finding a good layout artist who’s available can be a challenge, so be on the lookout for designers early on.

Layout artists vary in pricing, depending on their experience, rates, and the complexity of your project. A layout artist may charge anywhere from $5-10 a page or more for DMs Guild work, possibly including a flat project fee. Some prefer to work for a royalty share, asking for 5-10% of a project’s sales revenues. Again, industry-standard rates for layout and/or graphic design may exceed those listed in this article.

Can’t find or afford a layout artist/graphic designer? Here are a few ways you can do it yourself.

  • GM Binder and NaturalCrit’s Homebrewery let you format your products based on a simple, predetermined style. There’s a bit of a learning curve, but once you understand each interface’s capabilities and associated dialogue, it’s smooth sailing. My very first title, Heart Hunt, used one of these programs.
  • What if I told you that you could lay your entire product out in Microsoft Word? Well, you can! It’s a bit of a pain, but you can plug in page assets and artwork, export them to PDFs, and even include familiar page textures as image backgrounds. You might not know it, but there are several best-selling DMs Guild projects whose layouts were done in Microsoft Word.

    A good friend of mine and talented editor, Laura Hirsbrunner, created a Simple 5E Template for Microsoft Word to make such layouts a breeze. Yes, there are instructions.

The Final Stretch

Your project is finally complete. You wrote the thing, then an editor revised your words. You sourced artwork, and gave that to a layout artist. Congratulations! You’ve earned a short rest. After that, it’s time to finish strong.

Pricing Your Product

A lot of creators struggle when it comes to pricing their work. Please don’t work for free. The more free and underpriced products there are on the market, the less creators get paid. Worse, consumers start to expect them as the norm, passing up on otherwise spectacular products in favor of underpriced alternatives. Help us legitimize the tabletop industry by promoting fair pay.

Price Per Page

Joe Raso recently put together a price breakdown of the Top 100 products on the DMs Guild for 2020, comparing his results to a similar analysis from the previous year. Looking at Joe’s data, products with 100 pages or less sit around 15-20 cents per page in terms of price, increasing above that when you have less than 30 pages. Based on this, you could price your 50-page supplement anywhere between $7.50-10 or more. If your supplement small—I’m talking 10 pages or less—the data is less reliable, but I’d recommend charging anywhere between $1-5.

The past year has taught us that the DMs Guild can sustain higher prices without having to justify them with hundreds of pages of content. With new TTRPG books dropping every day, there’s a growing market for compact, high-quality supplements. Take Heavyarms’ Armorer’s Handbook, for example, a fantastic Adamantine-best-selling product. It has a price point of $9.95, but just 28 pages of content! If you’ve read the supplement, however, you know that it’s worth every penny.

Benchmark Pricing

You can also price your supplement based on similar products on the market. When looking for a benchmark product, consider your supplement in terms of production value, genre, type (such as adventures, magic item supplements, variant rules, etc.), page count, and audience size. Try to refine your search to supplements released in the last year.

Budget-Based Pricing

You can also price your project based on your budget. Assuming you’re the only contributor receiving royalties, you’ll get 50% of every sale. How many sales are you predicting? What price point do you need to offer to break even? For example, if you spent $50 on your supplement, and you price it at $5, you’ll need 20 sales to break even. After that, it’s all profit!

Publishing to the DMs Guild

The Resources links above include instructions on preparing your title for publishing. At minimum, make sure your project checks the following boxes:

  • You either own, licensed, or have obtained permission to use all of the content in your title, and you’ve credited creators wherever appropriate for any work contained therein. This includes both artwork and writing.
  • You’ve stuck the DMs Guild logo from the Logo and Artwork Content page on your cover and in the thumbnail, and no other branding logos are on your cover.
  • Your content uses the D&D 5th Edition ruleset. 
  • You’re using approved settings (if applicable, setting neutral is okay), such as the Forgotten Realms, Eberron, Ravenloft, or Ravnica. Reminder: You cannot publish your own settings on the DMs Guild. Check out the DriveThruRPG for that.
  • You’ve included the legal text found here on your credits page: Ownership and License (OGL) Questions page
  • You have read and understand the DMs Guild Community Content Agreement.

If you’ve got all that, publish that thang! Then, it’s time to tell the world about your title.

Marketing & Advertising

Once you’ve got a finished product in your hands—or at least something to generate hype prior to release day—it’s time to advertise it. This is arguably one of the most important yet ambiguous aspects of any TTRPG project. Every day, beautiful products go unnoticed simply because customers don’t know they exist.

Here are a few tips for marketing and advertising your supplement.

  • Write Out Your Unique Selling Proposition. Ew, you got business in my TTRPGs! Don’t worry. A unique selling proposition (USP) is a just fancy marketing term that answers the question, “What makes your product special, and why should your customers care about it?” Understanding this will help you when posting about your product.
  • Create An Attractive Product Page. Tell potential customers what they’re getting in your supplement. Keep it focused and concise.
  • Know Your Audience. Twitter, Facebook, and Reddit all have different kinds of D&D audiences. The more your post matches the “vibe” associated with each platform, the more likely it is to gain traction.
  • Keep Promoting. Your product will continue to gain sales after any release day buzz has died down, albeit at a slower pace.
  • Pay It Forward. No one wants to follow an ad account. Early on, someone told me that for every self promotion post, there should be 2-5 where you’re offering original content, insights, or engaging with other creators. TTRPGs are a team sport! Celebrate other creators—you might just work with them one day!

Manage Your Expectations

My last recommendation is to manage your expectations. Most products on the DMs Guild don’t sell more than a handful of copies in their first week, let alone the first couple of months. Unless you have an established audience elsewhere, your first project will probably fall in line with that trend. Rest assured, you’re not alone.

Everyone has an underperforming project eventually, and it stings every time. What matters is that you keep creating.

My first two projects, Heart Hunt and Oath of the Aesir, didn’t sell very many copies. It wasn’t until my third project, Devil’s Advocate, that I really felt like I found my stride. Even if you have a stand-out project, there’s no guarantee that you’ll maintain that trend—in fact, you almost certainly won’t. Three months after releasing Devil’s Advocate, I put out my milk-themed carnival horror adventure, Step Right Up. Guess what? It still hasn’t broken even!

There’s a saying in the DMs Guild community that most supplements have a “long tail.” Regardless of where your product peaks when you release it, you’ll still sell a copy or two every so often. It might not seem like much at first—a sale every week or two, maybe a couple in one week and none in others. But over time, you’ll notice that those sales add up. As you keep creating, that single sale in your first week suddenly becomes sixty sales in your first year, and you’re the proud new recipient of a copper bestseller metal.  

We all fail sometimes, but with each setback comes new knowledge and opportunity. Failure hasn’t stopped me from creating—it won’t stop you, either.


Like this article? Consider supporting me by buying one of my products on the DMs Guild, such as Darkhold: Secrets of the Zhentarim or Elminster’s Candlekeep Companion. If you’re running Baldur’s Gate: Descent into Avernus, consider picking up an alternative introductory adventure to the campaign, Devil’s Advocate: A Guide to Infernal Contractsor Baldur’s Gate: City Encounters.

You can also follow me on Twitter at @justicearman or sign up for my email list, the Gjallarhorn, for exclusive updates, playtest opportunities, and discounts.

Designing One-On-One Adventures

Recently, I had the pleasure of acting as the developmental editor for Anthony Joyce’s adventure, The Blood Hunter, which is designed for one player and one Dungeon Master. There’s some debate in the community surrounding the correct terminology for these adventures, which are sometimes referred to as “solo adventures,” “one-on-one adventures,” or “duets.” Regardless of what they’re called, Anthony and I quickly realized that these adventures present unique challenges to designers.

Anthony is a good friend of mine. We talk often, so I knew that this project impacted him as a designer. I asked Anthony how he felt about designing this one-player adventure and what lessons he learned from it. He decided to share some wisdom for future designers.

At the time of writing this article, The Blood Hunter has sold over 200 copies in less than a single week.

Anthony Joyce is a Hispanic, ENnie-nominated Dungeons & Dragons fifth edition designer, husband, father of three boys, and U.S. Army Strategist. His works include The Heir of Orcus: Verse I, II, III, & IV; Weekend at Strahd’s; The Curse of Skull Island, Baldur’s Gate: The Fall of Elturel, Baldur’s Gate: City Encounters, The Little Astralnaut, and The Dreams of Prince Papo.

Designing Adventures for One Dungeon Master and One Player

Anthony Joyce’s Top Three Lessons Learned from Designing The Blood Hunter

“Trying to keep each chapter to one page. Four chapters total. A four page adventure?! Can I do it?!” These were the famous last words I wrote in Discord to my friend Justice Arman as I ventured on the endeavor to design The Blood Hunter, a two-hour Blood Hunter adventure for one dungeon master and one player. I thought since I’d authored several well-received adventures, I could easily design an adventure for one-on-one play. I was wrong.

Below are the top three lessons I learned while designing The Blood Hunter.

Design the Adventure Around the Character

When I first started writing, I realized that every scene, every moment, needs to be tailored to a single character. I decided the one way to maximize immersion is to design the one-on-one adventure around a class, so that I can design encounters or situations around their character’s class features and thematic flavor. In The Blood Hunter, every creature, every ability check, and even the theme of the adventure is tailored around Matt Mercer’s Blood Hunter class to make the player feel 100% useful and epic throughout the entire session.

Note from the Editor: A Game for 2-6 Players
As the editor for this project, I worked with Anthony to develop some of these concepts and make sure the adventure was truly balanced for a single character. It reminded me of the many board games that my wife, Samantha, and I have played, eager at their advertisement of 2-4 or 2-6 players, only to realize the game loses its teeth when it’s just the two of us. Just as fantastic two-player board games like Seven Wonders: Duel, Onitama, and Spirit of the Wild require dedicated design, so do one-on-one D&D adventures.

I knew it would be different, but I think the moment that it dawned on me was when Anthony toyed with the idea of making a banshee from the Lost Mines of Phandelver be a primary figure in chapter 4. Initially, this was an attractive option because he could include alternative ways (other than combat) to solve the encounter without harming what was already a beloved NPC to some tables – players and DMs who’d met the banshee during Lost Mines of Phandelver.

“Can you include a banshee?” I mentioned while chewing on a protein bar during one of our afternoon calls. “You’ll have to be careful, otherwise she could kill the character outright,” I said, thinking of the banshee’s Wail ability, which can instantly drop a character to 0 Hit Points, with no remaining party members to rescue them in a one-on-one adventure. Ultimately, Anthony elected to swap the banshee for Gilgar the wraith, as monsters in 5th Edition are designed around a a party of four adventurers!

One-on-One Adventures Require A Higher Word Count Than Traditional Adventures

During initial playtesting with my wife, Jen, I discovered combat encounters lasted roughly five minutes as opposed to ~30 minutes during traditional group play. Roleplaying went quickly and seamlessly, since the character doesn’t need to consult with other characters or achieve consensus. This required much more content to fill a 2-hour period – hence more words. I was blown away by the amount of content required to fill 2-hours for one-on-one play. Heed this advice before deciding to write your own one-on-one adventure since it’s likely going to take 8,000 words for 2-hours instead of a conservative 4,000-5,000 words for a party of 4-6 adventurers.

Keep a Tight Focus on Your Hook

Gameplay during one-on-one play moves much faster than traditional group play; it also relies on a single player making decisions without the need to consult others. This dynamic alters the traditional story hook concept, in which a majority of characters must buy into the story hook and pursue a common goal. This requires you to design an adventure in which the story hook universally always applies to and invests the character. It must be precise and focused to immerse the player in their characters’ story. The adventure is all about that character, so make sure the hook is strong enough to captivate them during play, especially since there are no comedic party members at the table to capture their attention, it’s just the Dungeon Master, the player, and their story.

Final Thoughts

I hope these lessons are useful to any designers out there looking to make a one-on-one adventure. The main takeaway if anything, is that one-one-one adventures require a fundamentally different design approach than normal group play adventures.

Anthony Joyce


Did this article help you? Consider supporting me by buying one of my products on the DMs Guild, such as my milk-themed carnival adventure, Step Right Up, Darkhold: Secrets of the Zhentarim or Elminster’s Candlekeep Companion. If you’re running Baldur’s Gate: Descent into Avernus, consider picking up an alternative introductory adventure to the campaign, Devil’s Advocate: A Guide to Infernal Contractsor Baldur’s Gate: City Encounters.

You can also follow me on Twitter at @justicearman or sign up for my email list, the Gjallarhorn, for exclusive updates, playtest opportunities, and discounts.

Watch Your Back in Baldur’s Gate: City Encounters

Baldur’s Gate: City Encounters is now available on the Dungeon Master’s Guild! Anthony Joyce and I co-led this project with amazing contributions from Anne Gregersen and Gordon McAlpin (who also did the fantastic graphic design). This supplement provides Dungeon Masters with forty short encounters to supplement their Baldur’s Gate: Descent into Avernus campaigns. These brief scenarios enliven the City of Blood and distinguish it from other settlements along the Sword Coast, such as Waterdeep or Daggerford.

This follows the last project that I worked on with Anthony and Gordon, Baldur’s Gate: the Fall of Elturel (which you can find here). This is actually my fourth title designed to accompany the current fifth edition story line. On top of that, Anthony and I are huge fans of the Forgotten Realms. Needless to say, this project was right up our alley. Be careful in those alleys, by the way, especially in Baldur’s Gate.

Tension in Baldur’s Gate

“There’s no eliminating power in the City of Blood.
It only changes hands.”

This isn’t your typical city encounters supplement. Baldur’s Gate: City Encounters introduces a new mechanic: the tension meter. With it come twenty random encounters tied to five levels of tension within Baldur’s Gate – Martial Law, Order, Status Quo, Unstable, and Pandemonium.

We wanted a way for the encounters to have meaning while also portraying the city’s unique mood. Baldur’s Gate has criminals, cults, and the brutal Flaming Fist. As the characters make decisions, they may shift power between the city’s major factions and unlock new encounters. Surprise your characters with the true villain of any D&D campaign: consequences.

I think the mechanic came out well in the end. We had some back and forth about whether dice would be involved, how wide the bands between tension levels should be, etc. In the end, we decided to honor the philosophy of 5e and keep it simple. Tables maybe will have five encounters in Baldur’s Gate; why not show them a nice sampling of the tension within the City of Blood?

The tension meter has received some good feedback, and it’s another reason I firmly believe TTRPG designers should play more board games, because that’s what inspired this idea for me.

Neighborhood Encounters

The “Baldur’s Gate Gazeteer” in Baldur’s Gate: Descent into Avernus is packed with useful lore and story hooks for neighborhoods in the Upper, Lower, and Outer City. We’ve taken that information and done all the heavy lifting for you by turning it into twenty location-based encounters, ready to go at your D&D table.

I won’t spoil too terribly much about the encounters, but Anne and Gordon have quite the knack for disgusting food-based encounters that make this milk-themed horror author awfully proud. There’s also a reference to a certain barber on Fleet Street somewhere in there.

What’s Cooking?

I think I’m going to hang out in Hell just a little while longer. I enjoyed this supplement, and Anthony and I have at least one more idea up our sleeves for your Descent into Avernus game.

You can purchase Baldur’s Gate: City Encounters by clicking the red button below. Yes, this is one of those times where you’re encouraged to push the big red button.


Like this article? Consider supporting me by buying one of my products on the DMs Guild, such as Darkhold: Secrets of the Zhentarim or Elminster’s Candlekeep Companion. If you’re running Baldur’s Gate: Descent into Avernus, consider picking up an alternative introductory adventure to the campaign, Devil’s Advocate: A Guide to Infernal Contractsor Baldur’s Gate: City Encounters.

You can also follow me on Twitter at @justicearman or sign up for my email list, the Gjallarhorn, for exclusive updates, playtest opportunities, and discounts.

Devil’s Advocate: A Guide to Going Gold!

Update: Devil’s Advocate is currently a MITHRAL (over 2,500 copies sold) best seller!

When I released my first Norse-themed subclass, the Oath of the Aesir, I put a post here on my website. Somehow, I forgot to do the same for Devil’s Advocate: A Guide to Infernal Contracts. It could have been all the excitement (and anxiety) I was feeling at the time of its release. Perhaps it was because the release was the week before Gen Con 2019 – more on that in a future post. Seeing as NorseDM.com functions functions as my digital portfolio… better late than never, right?

Devilish Ambitions

When I began writing Devil’s Advocate, I had a few goals.

1. Have a great first product for my portfolio. In my eyes, my previous two DMs Guild offerings don’t really count. Heart Hunt was a small adventure that I put on the Guild mainly because I had so much of it already typed up in OneNote; it was really just my digital notes for our annual spooky one shot. I had no idea anyone would enjoy my writing, let alone pay me for it.

Oath of the Aesir was a lot of fun to write, but it’s just a few pages. Is anyone really going to look at my portfolio and say, “Hey, this guy wrote a Norse subclass. That’s never been done before. Hire him!” Probably not. So, with my first “real” product, I wanted to come out of the gate swinging.

2. Pay livable wages. Devil’s Advocate was not cheap. It cost me $666 to produce. That’s not a joke, by the way. The total came out to $664 all-told, but I’m counting the .5mm pen I used to draw that Mephistopheles spot art. This bumps the total to a truly hellish figure.

Good art isn’t cheap. I’d be lying if I said that I didn’t have to adjust my budget during the project timeline. But I wasn’t about to haggle with artists or offer to pay them in “exposure” like we’ve all seen online by now. Wonderful artists like Gwen Bassett (who did the cover art) have spent countless hours honing their skills. I chose these artists because of their style and ability, and I paid them fair rates.

It’s unusual for a project of this size to have a budget above $100, let alone $600, on the DMs Guild. I’m sure some people will look at the product and think, This cost $666? I could’ve made this for half that. And honestly? I don’t blame them. I simply don’t have the skillset to do something like this alone. My art is in this book, though it’s not particularly good.

Also, I straight can’t do layout. Anna Urbanek did a wonderful job. In the future, I’d like to move away from traditional WOTC-style layouts. I’m sure that there are many talented designers just waiting to do some fantastic, original layouts, rather than simply reusing their standard template.

3. Get that electrum medal, dammit! At the time of release, I had one product with a silver medal (Heart Hunt). My philosophy with fitness is that the only person that you should compare yourself to is you. So I wanted to do a little bit better than last time.

Pick of the Week!

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I had to rub my eyes when I saw this.

The day I released Devil’s Advocate, I was very anxious. Whether it was by luck or the infernal bargain I had signed with Asmodeus, there wasn’t some amazing, 200+ page POD product from an esteemed DMs Guild author releasing on the same day. Somehow, I ended up Pick of the Week on the DMs Guild Newsletter! It gave me a fantastic bump in sales.

Many friends graciously shared my work on social media. DM Dango did a review of Devil’s Advocate on his Youtube. And the Saturday after release, I got an article on ComicBook.com written by Christian Hoffer! Again, these helped bump my sales significantly.

Devil’s Advocate hit copper on its first day and silver on its second – something that took Heart Hunt over six months to do! I had a bit of impostor syndrome there for a bit. Do I deserve this? I thought. By the end of the first week, I had reached my goal of the illustrious electrum that I so craved. Then, while walking the Exhibit Hall at Gen Con 2019…

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I surpassed my goal!

Look at me Mom! Gold medal! Not only did I break even, I doubled my original investment. This means that I can put these earnings towards future projects with beautiful art, original layouts, and livable wages.

What Did You Learn?

This product taught me a few things. First, I learned about managing expectations. While I started to sweat as sales were coming in, my #1 goal was to build something great for my portfolio. I felt like I did that before Devil’s Advocate ever hit the DMs Guild.

Secondly, I learned not to shy away from a bigger budget. Though I recognize that not everyone has the funds to invest into their products. I don’t have any kids, and I have a very, very supportive spouse. The original art and layout I included in Devil’s Advocate was worth every single penny, even if it had never recouped its costs.

Marketing for the DMs Guild is tough. I think my growing follower base on D&D Twitter – which has been quite the wholesome and supportive place, thankfully – helped a lot. I think the infernal contract giveaway gave the product a good boost with people who would not have otherwise stopped to examine it. Similarly, managing social media requires constant diligence. I’ve started using Hootesuite to schedule posts when I’m either asleep or busy (even though my Facebook game is trash).

Finally, this entire process was fun. Creating something from nothing is extremely rewarding. I enjoyed watching my little devilish baby go from taking its first steps to earning a gold star. I look forward to the many DMs Guild babies I will birth. May they go on to do great things.

Progressive Products on the DMs Guild

I’d like to increase representation in future products. I love the cover of Devil’s Advocate not only because of the dynamic lighting from the contract, but because it features a female devil that isn’t a succubus. She’s clothed. She has character to her. And look at that big 80’s hair! Wonderful.

I’m going to make a conscious effort to include artwork featuring diverse characters. As I discover more artists and designers, I’d like to do the same with my teams. If you are a minority creator or know one, please reach out to me via my Contact page.

What Are You Writing?

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Right now, I’m finishing up a huge collaboration of Nine Hell-themed adventures lead by Bryan Holmes called Hellbound Heists. My adventure is a Tier 4 train robbery set in the 8th layer of Hell, Cania. It’s been a blast. Not only am I writing on this project, but I’ve also done a fair bit of editing. In addition, it features a few of my illustrations and a bit of B&W cartography. It’s going to be one hell of a product.

What else, what else… Oh! This month, I’ll be releasing a sorcerous origin tied to the Norns. Get those knitting needles ready. It’s time to entwine the fates!

I’m also working on one super-secret project and starting a couple of other collaborations towards the end of this month that are currently mummified (under wraps).

Like this article? Consider supporting me by buying one of my products on the DMs Guild, such as Darkhold: Secrets of the Zhentarim or Elminster’s Candlekeep Companion. If you’re running Baldur’s Gate: Descent into Avernus, consider picking up an alternative introductory adventure to the campaign, Devil’s Advocate: A Guide to Infernal Contractsor Baldur’s Gate: City Encounters.

You can also follow me on Twitter at @justicearman or sign up for my email list, the Gjallarhorn, for exclusive updates, playtest opportunities, and discounts.