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Module Layout: what's important to you?


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Filcher

First Post
Smart paper, where I can touch a monster's name and pull up a stat block. :)

FWIW, I hate the Wotc's 4e "separate the dungeon map out into little chunks." But my taste in map layout is probably betraying my age. For my money, there was never a better adventure map than Caves of Chaos.
 

Pbartender

First Post
I like the format where each encounter takes one page or two pages that can be viewed at the same time.

I like this a lot as well... with one caveat:

Nothing kills the convenience of this method like not paying attention to how the module will print out front-to-back. In many pdf modules, you'll have at least one two-page encounter where the two pages end up printed front to back, and you still end up having to flip pages. For example:

Page 11: Encounter 1
Page 12: Encounter 1
Page 13: Encounter 2
Page 14: Encounter 3
Page 15: Encounter 3

Printing that out, there's no way to get both Encounter 1 and Encounter 3 on facing pages.

If you are going to go this route, you need to make certain that all two-page encounters print out on facing pages.
 


Derulbaskul

Adventurer
My number one rule for a module that I'm going to buy: THE MAP(S) MUST BE OUTSTANDING! I will buy a module with good maps even if the module is terrible. I have several modules in my collection from the 3E era that were rubbish... but the maps are by Ed Bourelle, and I love Ed Bourelle maps.

I also like my stat blocks at the back where I can copy them and print them out. I prefer to DM using the stat blocks as small character sheets for monsters and NPCs. It's just an easier way for me to juggle the party's opponents. (This one is not a deal-breaker for me as I am also aware that many people don't like stat blocks at the back.)

I also need lots of ideas for interesting terrain/terrain features so if your adventure includes those I will buy it even if I don't like the adventure. Anyway, modules for me are generally something I just steal bits and pieces from.

If you're going to include interesting NPCs I hope you have the budget to also include pictures depicting them, or enough of a word sketch that I can raid some online galleries to find suitable pictures. On that note, I love good art, especially in a PDF where I can extract it and use it in one of my own creations later.
 

Meek

First Post
I would rather modules be laid out as they will be played. Lately WOTC has been doing stuff where they make one book about the story, lore, fluff, etc, and then one other separate book with all the fights and stats, removed from the story and such. I'd rather, if the module is going to be a simplistic railroad anyway, we just get everything in the order it will be played, so I can get a sense of the sequence of things. So it'd go Intro -> Blah Blah Blah Before Fight 1-> Fight 1 -> Blah Blah For Fight 2 -> Fight 2 etc.

If you're planning on doing something complex with lots of NPCs, non-linear events, and so on, you could stand to disperse the content though. If things won't be linear, they probably shouldn't be laid out in a linear fashion. But I've not had a lot of experience with modules outside the 3.5 and 4e official modules by WOTC.
 

Pbartender

First Post
My number one rule for a module that I'm going to buy: THE MAP(S) MUST BE OUTSTANDING! I will buy a module with good maps even if the module is terrible. I have several modules in my collection from the 3E era that were rubbish... but the maps are by Ed Bourelle, and I love Ed Bourelle maps.

This reminds me...

Nine times out of ten, my players never see the maps in the module, unless its meant to be a handout. I'd much rather a map be useful and functional me as the DM, than have them be beautiful but useless (or confusing because they're pretty).
 

Derulbaskul

Adventurer
This reminds me...

Nine times out of ten, my players never see the maps in the module, unless its meant to be a handout. I'd much rather a map be useful and functional me as the DM, than have them be beautiful but useless (or confusing because they're pretty).

Yes, I should have been clearer. That's on of the reasons I like Ed Bourelle's maps: functionality.

I also like my walls to align to the grids (unlike those horrid Maure Castle maps). I don't care what would be more accurate or realistic: just make it easy for me to map.
 


Lanefan

Victoria Rules
** The maps must be physically separate and detached from the rest of it, so I can tack them to my screen without shredding my module. Most 0-1e-style modules do this. Most recent ones do not (the maps are in with the words) and it's a bloody pain.

** Make it obvious how the levels interconnect; how long and steep the stairways are, etc. An example of what not to do is in Keep on the Shadowfell: nowhere does it state how long the stairway is from level 1 down to level 2, which is really annoying when people are trying to cast spells up and down it! It's surprising how many modules aren't clear on this. It's probably best to treat each stairway or shaft as its own "room"; this will force you to give it measurements, description, etc.

** Put the full monster statblock in with the description of where the monster is (intended to be) encountered, e.g. do NOT do like Forge of Fury where all the monster stat-blocks are in their own section - another bloody pain.

** Don't worry about keeping encounters to a single page or page spread. It's annoying when there's obvious filler to make it fit, and even more annoying when useful information has obviously been left out (e.g. the final encounter in Keep on the Shadowfell) in order to make it fit. Write what needs to be written...and then edit really harshly. Point form is often more useful than full sentences.

Lanefan
 

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