Best practices for easy-to-run modules [+]

I agree with what you just said. While I would never write in a published hard copy module, the pdfs that I have printed out are filled with notes.
I sympathize, but I think the form would improve if we all got past that reluctance. I think people tend to confuse how RPG scenarios should be treated because scenarios are presented like books. A lot of folks don't like the idea of writing in their books.

But if you call it a "workbook," suddenly everyone's reaching for their pencils. RPG scenarios should be written like workbooks. ;)
 

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In addition to just cutting down on the verbosity of background/lore, I could see it being useful to group information by how hard it would be to come by. E.g., "Virtually unknown" to "Common knowledge". This could map to DCs required for knowledge checks (which I personally hate) or for the general difficulty of finding somebody who would know.
I like the idea of presenting the background lore just once, in the form of tables that map to "knowledge checks" (whatever that means in the game in question). You would have to be careful about making those too wordy, still.

This is one place where handouts can be useful. Give the players the appropriate "ancient scroll" based on their success level, and leave it up to them to read and absorb the thing.
 

I looked at both options and found that I followed along with the original better. Some had to do with the call-out boxes that highlight key features. This seems to separate the need to know stuff from the room description stuff. I like that the troll riddle is blocked out and bolded in the original to highlight that it is important. The rewrite is better to print and can give a more concise amount of information. Neither give statblocks for the monsters. I also found that the original listed the monster at the end of each room with a larger font that made me think it was connected to the next room at first.

Thanks for the thoughts! I've given my rewrite of Twinklestar Caverns another attempt based on what I've read so far. (I haven't caught up with the last few pages of comments, though!) Here's what I'm trying:
  • Concise notes to DM at beginning about "what makes this module interesting."
    • Described how the different elements of the dungeon flow together
    • Summarized combat encounters and loot
  • Stripped out all the extras I added and normally improvise at the table. It's shorter and sweeter now.
  • Put a summary of puzzles and combat at the start of each entry
  • Make the troll riddle more obvious. Areas 1-3 are still a big wall of text, but hopefully better. This is the hardest part of the module to lay out, and the reason I wanted to try my hand at it in the first place.
  • Use emojis to make key points stand out. (No AI used, promise.)
  • Less repetition, but some judicious use remains. It's intended to be printed out for use at the table.
  • Statblocks are deliberately excluded. I have a separate set of stat cards.
The second rewrite is attached. It's harder than it looks... I've spent hours on this now, and I'm a published author.
:)
 

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In addition to just cutting down on the verbosity of background/lore, I could see it being useful to group information by how hard it would be to come by. E.g., "Virtually unknown" to "Common knowledge". This could map to DCs required for knowledge checks (which I personally hate) or for the general difficulty of finding somebody who would know.

Another way of handling this would be a rumor table rolled with multiple dice, so that there's a probability curve. The rarest information on the ends, the common knowledge in the middle.
Along those lines, clearly mark what’s obvious and what’s obscure. Like clues in a mystery scenario.

Something like a TN or a time requirement listed on finding things. I’m not a fan of listed TNs either, but a lot of people do use them.
 

I'm not sure it's unexamined. Horrible example I admit. Can you provide one that would be good? Because I can't think of any.
I would like to see scenario designers talk about, for example, why different dungeon rooms are designed and arranged the way they are. Full design notes for every room would be too much information. I could imagine a shorthand where a designer says, "This room's designed to challenge parties with weak ranged options" or "I put this second room after the first one because the first room is a Hard encounter and this second room can be overcome with skill checks so that the party's resources aren't depleted too quickly."

I think every dungeon room/encounter/situation should begin with an Angry GM-style Dramatic Question before we even get to the descriptive bullet points.
LordEntrails said:
Maybe? My approach is in the background section and/or plot synopsis. To me, that's where the writer communicates to the GM what the idea of the scenario is and what's going on etc.
I think the designer should also be discussing:
  • What dramatic situations or moments the design hopes will occur.
  • How the GM can use the material in the scenario to increase the odds of them happening.
  • How to recover if the the party misses, avoids, or, most importantly, fails planned situations or moments.
  • How does the GM know when the scenario is complete, i.e. what do potential endings look like?
  • How might the party fail the scenario? What does failure look like and how do you guide GMs to manage that failure?
All of this stuff should, again, be written conversationally and directly like you were talking to a GM who's looking for help on the Internet. It's Captain America turning the chair around to sit backwards while he says, "So you got detention."
LordEntrails said:
Eh? Why? I agree its a valuable idea, but it doesn't make for less prep.
Maybe it makes good prep?
 

I sympathize, but I think the form would improve if we all got past that reluctance. I think people tend to confuse how RPG scenarios should be treated because scenarios are presented like books. A lot of folks don't like the idea of writing in their books.

But if you call it a "workbook," suddenly everyone's reaching for their pencils. RPG scenarios should be written like workbooks. ;)
Make them softcover, staple or coil bound, sans art, black & white, printed on low-quality paper, and dirt cheap. Then people might treat them like workbooks. Though I’d much rather have a nice hardbound book with free downloads of printable worksheets.
 

Thanks for the thoughts! I've given my rewrite of Twinklestar Caverns another attempt based on what I've read so far. (I haven't caught up with the last few pages of comments, though!) Here's what I'm trying:
  • Concise notes to DM at beginning about "what makes this module interesting."
    • Described how the different elements of the dungeon flow together
    • Summarized combat encounters and loot
  • Stripped out all the extras I added and normally improvise at the table. It's shorter and sweeter now.
  • Put a summary of puzzles and combat at the start of each entry
  • Make the troll riddle more obvious. Areas 1-3 are still a big wall of text, but hopefully better. This is the hardest part of the module to lay out, and the reason I wanted to try my hand at it in the first place.
  • Use emojis to make key points stand out. (No AI used, promise.)
  • Less repetition, but some judicious use remains. It's intended to be printed out for use at the table.
  • Statblocks are deliberately excluded. I have a separate set of stat cards.
The second rewrite is attached. It's harder than it looks... I've spent hours on this now, and I'm a published author.
:)
I like your use of the symbols to signal the lighting of each room.

Here's where I think a good example of repetition could be used. I'd put those symbols on the map for each room and keep them in the text. If you developed other environmental symbols, I'd put them in both places, too. Put the names of each room on the map and in the scenario text.

Some dungeon maps would benefit from getting rid of the traditional dollhouse/blueprint approach of showing where tables, chairs, and altars are. Instead, they would include an illustration of the primary theme, monster, or threat in the room.
 

Make them softcover, staple or coil bound, sans art, black & white, printed on low-quality paper, and dirt cheap. Then people might treat them like workbooks. Though I’d much rather have a nice hardbound book with free downloads of printable worksheets.
Again, I sympathize, but people need to shift their perceptions on this. RPG scenarios should be thought of like tools, not heirlooms. They should be treated more like legacy board games, products that aren't produced cheaply just because players are going to mess with them.
 

I don't feel the same about marking up RPG rules texts. I'd be very reluctant to write in my corebooks or sourcebooks. Keep those pristine. Get the scenarios dirty. :)
 

"I put this second room after the first one because the first room is a Hard encounter and this second room can be overcome with skill checks so that the party's resources aren't depleted too quickly."
This is a side complaint of mine. I think having set stats for monsters is terrible game design. Something like you see in video games, dynamic difficulty, would be so much better from a game design perspective. But then I also love me some OSR-style universal monster stat blocks.
I think every dungeon room/encounter/situation should begin with an Angry GM-style Dramatic Question before we even get to the descriptive bullet points.
Yeah. There should be something going on, some goal or objective more than simply “murder everything.” One major reason most dungeons and modules are so boring.
 

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