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

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:
  • 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.
 

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It's peculiar to me how often "information design" is cashed out as text formatting: bullet points, bold text, short descriptions, consistent NPC templates.
Likely because it’s easier for most people who aren’t graphic designers or information professionals to visualize bolded text and bullet lists.

Great list by the way. Nice use of nested bullet points.
 

I've never written a module and most that I've run have not been good from an "running accessibility" standpoint. That said I've thought about this a lot and the main thing holding me back from publishing (other than laziness) is not feeling like I knew what good should look like (I'm really digging this whole line of threads, because it's something I've puzzled over a lot). But here are my thoughts:

-I tend to veer sandboxy and simulationist when I run a game. When an enemy in the first room of the castle gets away or sounds an alarm there's a whole castle of enemies that's going to crash down, the captive might get killed, the evil wizard might get his fireball scroll out of storage, everything will be out of intended place, etc. I woudl like a module to think through and offer suggestions for the consequences of major ways things can not go according to intention, both because it helps me run games but also to discourge gamemasters from panicking and having the PCs improbably kill the escaping enemy or whatever simply because they're afraid they'll mess something vital up if they have to adjudicate consequences on the fly. If this is not feasible, I would like to at least see rooms of locations not presented as though they are scenes that must begin the same way under all circumstances.

-Monsters/enemy/npc statblocks should not need to be cross-referenced to another book. Ideally for me they should be on separate cards, but in the back is acceptable if it is a shorter document. Some sort of shortform stat reminder in text when the enemy comes up is great, but should not be something I have to go looking for later if that being ends up in a different context through emergent gameplay.

-Longer adventures need indices.

-Adventures should start with an overview.

-I feel like most written adventures, even ones well written to run (for most people), are too afraid to just come out and tell me narratively why elements are in them and what their narrative purpose actually is. Since I'm going to remake everything to my tastes I'd appreciate a note here or there when something is a keystone element and tampering will have widespread reprecussions. And, while I don't need commentary on everything, when the inclusion of something as presented is the result of some sort of complicated calculus weighing multiple goals a note explaining would help me appreciate it's significance and tamper responisbly. This is not something to derail the main text for, but give me sidebars, footnotes, etc. galore (on which subject, see below).

-I'm not opposed to read-aloud boxed text, when used sparingly. It's okay to occasionally set a scene, give a villain a grand entrance, or make sure something like a puzzle is presented by the GM in a very specific way. But it should be rare enough that when the GM starts reading blocks of prose out word for word the players know it's time to listen. And there should be notes for how to present it without reading aloud word for word, because some tables will have people that sort of thing just doesn't work for (making sense of a long, intricately composed piece of prose recited requires a skill many people simply don't train these days).

-A lot of people in this thread seem to be advocating for a radically terse, bullet point oriented approach to things, and I mostly agree. Having a backgroud in both law and history I think I'm easily in the top percentiles of people (if not necessarily of gamemasters) for digesting and teasing out the relevant elements in giant blocks of text, and still when I'm pressed on time to prep or trying to find something at the game table it's just a nighmare, particularly to find that lost detail I remember having read but not where I read it or the details of it well enough to know what to do with. The terse bullet point advocates are basically just advocating for the text of the adventure itself to be reduced to the notes (both mental and written) that I would create reading it in order to render it runnable and that sounds great. But I worry about taking it to extremes where I feel like its just leaving a lot of "blanks" I feel I have to fill in, and while I like filling in things to my tastes I also want there to default things. Generally I think a somewhat minimalist, bullet point oriented text is a good basis for the main text of an adventure, but that adventures should have more than just their main texts.

-I think adventure presentation is overly rooted in the limitations of writing and printing before modern wordprocessing and layout software was available. It's just not that hard anymore to have footnotes, infoboxes, and other marginalia and annotations, and these sorts of things are great for allowing a main text to be brief and navigable while also permitting there to be options for a reader to delve deeper when they need to. They also are a natural place to speak with editorial voice to elucidate certain elements.
 

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:
  • 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.
Inspiration is good, but isn't this post about Easy to Run modules? Not inspiration? I love inspiration, and their are parts of a module that I hope to get inspiration from, but that doesn't make a module easy to run.

Information in Order... maybe, it depends. Yes, but... When it comes to physical locations, when possible they should be in the order in which they will be encountered. Putting the finale first so the GM can understand the module and everything else in random order doesn't make it easy to run. Most importantly they need to be ordered in a way that makes it easy for the GM to find and reference during play.

Playtest... eh. Interesting to read, but makes it a pita to run. Remember the thread premise :)

Repeat as much as you can? Yea no. Look, I get not having to flip all over the place to find some piece of info. But if you put every piece of info in 10 tens you module is not ten times as long and now there is so much info its hard to find it. Repeat what you have to have when you have to, but if you organize well, and use links or references, then you really don't need to repeat.

Why? I get the idea of informing the GM so they can fill in the blanks, but no, only a few places like a plot synopsis or background section needs detailed info. But why the mook has a mace instead of a sword because they don't like the sight of guts spilling out of there enemies, uh, no.
 

-I think adventure presentation is overly rooted in the limitations of writing and printing before modern wordprocessing and layout software was available. It's just not that hard anymore to have footnotes, infoboxes, and other marginalia and annotations, and these sorts of things are great for allowing a main text to be brief and navigable while also permitting there to be options for a reader to delve deeper when they need to. They also are a natural place to speak with editorial voice to elucidate certain elements.
Good digital formats are even better. Hyperlinks and dynamic references!
 

Good digital formats are even better. Hyperlinks and dynamic references!
Yeah, I half wrote out another point about how really adventure design is too rooted in the limitations of physical books, and realistically a lot of small-time adventure authors should lean more into the fact that their work will overwhelmingly be consumed digitally, but having only consumed a few rpg products purely digitally and not knowing what print-on-demand sales figures look like for primarily digital products, I worried I was too out of my depth on that one.
 

Defining Interactivity (from alldeadgenerations) is a post of part of an ongoing series primarily on dungeon design, but this particular entry was focused on keying so that surroundings become more interactive.

Many of the points people previously brought up as being constructively helpful in a easy-to-run module, address some of these issues.

I liked the questions posed in the key example under "Evolving One Interactive Keys," section, as well as the guidelines offered at the end.

(All of the series are just great to reads however!)
 

Yeah, I half wrote out another point about how really adventure design is too rooted in the limitations of physical books, and realistically a lot of small-time adventure authors should lean more into the fact that their work will overwhelmingly be consumed digitally, but having only consumed a few rpg products purely digitally and not knowing what print-on-demand sales figures look like for primarily digital products, I worried I was too out of my depth on that one.

It's both an overall campaign book and a hex crawl, but I think Dolmenwood show that you can format to look amazing for printing and also be incredibly well organized digitally as well. The formatting and design is gorgeous, wonderful use of whitespace and colored callout boxes to enhance readability (I love Draw Steel!'s content but the graphic design is atrocious), from those who have received it fantastic in print, and yet one of the two best cross-linked PDFs I've ever laid eyes on.

As a side note, instead of repeating information in text, what you do is include the page reference:

Ruler: Lord Malbleat (p64) and Berkmaster Baldricke
(p159)
—Malbleat’s representative in the town (a mayor of sorts).

Religion: As the old and well-loved church of Saint Pastery—located proudly in the town centre—attests, the
people of Lankshorn are devout followers of the Pluritine Church. However, in addition to the tenets of the Church,
Lankshorners proudly follow a body of local superstitions.
Rumours: See Rumours in Lankshorn, p448.

Everything in italics is a hyperlink. The settlement entry page includes a link to the hex in which the settlement is found. Any time any page throughout the book makes significant reference to an entry, that page + link is repeated. That makes the PDF an invaluable tool for both prep and running (not to mention the fantastic tables scattered throughout).

Also, the Campaign Book breaks a bit from the brevity of the dungeon keys that are very clearly meant to have printed out in front of you at the table for constant reference. See this example of above referenced church (unfortunately pasting here breaks the wonderful columns you get in the supplement):

1. CHURCH OF ST PASTERY

An antique, stone church with a strikingly pointy steeple and a riot of carvings depicting gargoyles and angels
battling.

Entrance: An archway lined with white marble carvings of a friar (St Pastery) laying hands beneficently on hordes
of cattle.

Interior: In contrast with the church’s grand exterior, the interior is simple and rustic: lacquered wooden pews, a
stone block altar, and a 5′-high wooden statue of St Pastery (patron saint of butchers and well-borers) holding a meat
cleaver and a shovel.

Populace: Solemn mourners and supplicants, cheery choirs. The local vicar, Father Eggwin Dobey, surrepti-
tiously surveying visitors from a balcony. On Sunning mornings, most of the townsfolk attend the sermon.

Prayer: Characters praying may receive the blessing of St Pastery: the ability to cast Cure Affliction. See Shrines,
p22.

Secret passage to the woods:
A trapdoor is concealed
beneath a stone font. Beneath, a short flight of stairs leads
down to a damp tunnel that passes beneath Lankshorn and
emerges in the woods in hex 0709, close to the Manor Road.
Father Dobey uses this tunnel to come and go between
Lankshorn and Redwraith Manor.

I compare this to the place entries in Symbaroum or other products and weep. A player looks at the maps and says "Wait, did we hear a rumor about a shrine here? I'd like to check that out" and I can flip to the right page or click the hyperlink and just start reading.
 

I have always wanted to build an adventure with pop out text boxes that you can either open or just hover over for as long as you need it. I am a land surveyor and civil engineer and one of the towns we work in has all their regulations in a website like this and I always thought it would be great for running modules.
 

I have always wanted to build an adventure with pop out text boxes that you can either open or just hover over for as long as you need it. I am a land surveyor and civil engineer and one of the towns we work in has all their regulations in a website like this and I always thought it would be great for running modules.

When I re-wrote Curse of Strahd in Legendkeeper, I did this with the keyed maps. Like many digital tools, it has the ability to link pages to pins so if you hovered/clicked it would pop up whatever you'd written in the other page inset. Made running a complex keyed dungeon right from the map pretty alright.
 

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