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Preparing Hellknight Hill
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<blockquote data-quote="!DWolf" data-source="post: 8111281" data-attributes="member: 7026314"><p>Okay, so I am doing things a little out of my usual order but I have been working on step 6 of my process before fully finishing the previous steps, mostly because I am trying to figure out how to really give an example of module prep in print without writing a textbook. But I figured I would post some things I working on, in case anyone is interested:</p><p></p><p>The first is the research subsystem for the adventure. This is really simple because it is a straight example. Its purpose is to reward the players (with more information) for taking time to really explore the environment (Incidentally: if my time wheel idea runs well, I am definitely going to incorporate a variation of it in this module - I am hoping it will provide a sense of verisimilitude and an implicit time pressure to the exploration). I was toying with a sort of call of Cthulhu type inclusion, where the research contains horrible revelations, but it didn’t really fit the theme and mode I am going for so I didn’t include it.</p><p></p><p>The second thing is the exploration mode for the town. It is a very stripped down system that I am primarily intending to create tension and unease through the lack of conservation of detail: why is the creepy mortician talking to the carpenter and why did they suddenly stop when you approached? What did the halfling shopkeeper hand off to the logging forewoman? Etc. the goal is to foster a sense of mild paranoia and build up the folk horror aspects of the scenario (and thus it is absolutely imperative that the players not know I’m using a random encounter table to generate these). Using the system is simple: when the PCs travel across town - I roll 2d6: one for the start and one for the destination. If either dice comes up one I once on table 2 and twice on table 3a or 3b depending on which side of town the start/destination is. If they both roll ones - I combine the two events. Note that the descriptions are for me - I am planning on describing them in neutral language in play.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8111281, member: 7026314"] Okay, so I am doing things a little out of my usual order but I have been working on step 6 of my process before fully finishing the previous steps, mostly because I am trying to figure out how to really give an example of module prep in print without writing a textbook. But I figured I would post some things I working on, in case anyone is interested: The first is the research subsystem for the adventure. This is really simple because it is a straight example. Its purpose is to reward the players (with more information) for taking time to really explore the environment (Incidentally: if my time wheel idea runs well, I am definitely going to incorporate a variation of it in this module - I am hoping it will provide a sense of verisimilitude and an implicit time pressure to the exploration). I was toying with a sort of call of Cthulhu type inclusion, where the research contains horrible revelations, but it didn’t really fit the theme and mode I am going for so I didn’t include it. The second thing is the exploration mode for the town. It is a very stripped down system that I am primarily intending to create tension and unease through the lack of conservation of detail: why is the creepy mortician talking to the carpenter and why did they suddenly stop when you approached? What did the halfling shopkeeper hand off to the logging forewoman? Etc. the goal is to foster a sense of mild paranoia and build up the folk horror aspects of the scenario (and thus it is absolutely imperative that the players not know I’m using a random encounter table to generate these). Using the system is simple: when the PCs travel across town - I roll 2d6: one for the start and one for the destination. If either dice comes up one I once on table 2 and twice on table 3a or 3b depending on which side of town the start/destination is. If they both roll ones - I combine the two events. Note that the descriptions are for me - I am planning on describing them in neutral language in play. [/QUOTE]
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