EpicureanDM
Adventurer
It's peculiar to me how often "information design" is cashed out as text formatting: bullet points, bold text, short descriptions, consistent NPC templates.
I get more inspiration from ideas like:
I get more inspiration from ideas like:
- Present information in the order that will help GMs understand the scenario rather than the order in which it will be encountered in play.
- A GM is the only person who will read the scenario and is not the designer's audience.
- Use Revelation Lists and make them one of the first things a GM reads.
- Do not hoard playtest feedback. Write about spots where players sometimes missed clues or made unconventional choices.
- Write as though you're talking to a fellow GM after you've run the scenario, i.e. write as though you're talking to people on the Internet who're asking questions about how to run your adventure.
- You are not an author; you are a cookbook writer. Write plainly as though you're giving instructions.
- Imagine what you would say if you were sitting behind the GM while they were playing and they turned to ask you a question. Write that way.
- Repeat information in different places as much as you can.
- Always include the "why" behind most parts of your design. Why are there giant spiders in this room? Why are there only five magic items in this dungeon? Why did you design this NPC to have these traits?
- If GMs understand why you designed something the way you did, they can help fill in any gaps that appear during execution.