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Best practices for easy-to-run modules [+]
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<blockquote data-quote="Lanefan" data-source="post: 9802529" data-attributes="member: 29398"><p>Things that make modules easier to run:</p><p></p><p>--- detached maps, preferably on cardstock, a la many of the earlier TSR modules. Bonus points if the cardstock is three-fold and can double as a DM screen.</p><p>--- monster stats in short form (but complete) baked into the encounter write-up where they appear. A formatted stat-block is <strong>not</strong> easy to use and takes up too much space, all I need is a bolded "<strong>Giants (2); HD 11; AC 5 (hides); att. 2 (fists) or 1 (boulder); dmg 3d6-3d6 +7 (strength) or 3d8; SA throw boulder 150'; Str 25, Con 19; HP 56, 54</strong>" inline in the write-up. (with the more complex design of WotC-era monsters this might get messy sometimes but it's still preferable to a separate stat block)</p><p>--- that said, if a new or very unusual monster is being introduced give its physical description as part of the room write-up. Most players and DMs have a vague idea of what a Giant looks like but if you're putting a brand-new "Flechagi" monster in your module please describe it in the write-up(s) where PCs are likely to first encounter it.</p><p>--- state the room or area dimension, exits, etc. in the write-up (and make sure the words agree with the damn map!) so I don't have to refer to the map when describing the area</p><p>--- present the room write-up in descending order of detail i.e. list what the PCs will see at first glance <em>before</em> going into detail on what they'll find if they take a longer look or search</p><p>--- write-ups in point-form or <em>concise</em> prose, either is fine</p><p>--- tell me how high the bloody ceilings are! (it's amazing how many modules don't do this)</p><p>--- do the room or area write-ups in a sequence that the PCs are likely to reach them, this cuts down on page flipping unless the PCs take an unusual or unexpected route (most modules IME are fairly good for this)</p><p>--- on the map, show how (hinged, sliding, etc.) and which way (left, right, push, pull, etc.) each door opens and maybe use colour codes to indicate whether the door is supposed to be locked, trapped, etc. when first found</p><p>--- on the map, if there's any elevation changes (including one floor to another!) show them numerically; set an arbitrary 0' point at the main entrance and then give elevation markers relative to that point anywhere the elevation is different e.g. at the start of the basement write-ups note that the basement is at -12' elevation*.</p><p>--- for every staircase, tell me the total horizontal distance and vertical rise/drop it has. Many maps show both ends of a staircase on different floors but don't give info on how to connect those ends, which can make vertically lining up the different maps a real pain.</p><p>--- never <em>never</em> <strong>never</strong> use isometric maps! Top-down only, thanks, unless a side-view would help in which case give that too. I recently ran a module whose main map was isometric and that map made my job much harder than it would have been; I kept having to make up what was "behind" the bits the map showed. Also, it only had squares for the horizontal bits and gave me no idea as to the vertical scale, which I had to kinda guess.</p><p>--- if the dungeon or area etc. is large, use 10' or even 20' squares instead of 5' squares to show scale so I don't have to stop and count all those little squares every time the PCs get to a new area (also see above re repeating the dimensions in the write-up)</p><p>--- <strong>no</strong> extra art or decoration on the map (Goodman, I'm looking at you!). It's a functional document, not a work of art; please treat it as such.</p><p></p><p>* - there's a module I'm probably going to be running in the next short while that involves lots of elevation changes and pits etc., I was looking at its map last night and the elevation changes are shown by discontinuous contours; a reasonable attempt but putting actual numbers on the map would make it so much easier to parse on the fly!</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9802529, member: 29398"] Things that make modules easier to run: --- detached maps, preferably on cardstock, a la many of the earlier TSR modules. Bonus points if the cardstock is three-fold and can double as a DM screen. --- monster stats in short form (but complete) baked into the encounter write-up where they appear. A formatted stat-block is [B]not[/B] easy to use and takes up too much space, all I need is a bolded "[B]Giants (2); HD 11; AC 5 (hides); att. 2 (fists) or 1 (boulder); dmg 3d6-3d6 +7 (strength) or 3d8; SA throw boulder 150'; Str 25, Con 19; HP 56, 54[/B]" inline in the write-up. (with the more complex design of WotC-era monsters this might get messy sometimes but it's still preferable to a separate stat block) --- that said, if a new or very unusual monster is being introduced give its physical description as part of the room write-up. Most players and DMs have a vague idea of what a Giant looks like but if you're putting a brand-new "Flechagi" monster in your module please describe it in the write-up(s) where PCs are likely to first encounter it. --- state the room or area dimension, exits, etc. in the write-up (and make sure the words agree with the damn map!) so I don't have to refer to the map when describing the area --- present the room write-up in descending order of detail i.e. list what the PCs will see at first glance [I]before[/I] going into detail on what they'll find if they take a longer look or search --- write-ups in point-form or [I]concise[/I] prose, either is fine --- tell me how high the bloody ceilings are! (it's amazing how many modules don't do this) --- do the room or area write-ups in a sequence that the PCs are likely to reach them, this cuts down on page flipping unless the PCs take an unusual or unexpected route (most modules IME are fairly good for this) --- on the map, show how (hinged, sliding, etc.) and which way (left, right, push, pull, etc.) each door opens and maybe use colour codes to indicate whether the door is supposed to be locked, trapped, etc. when first found --- on the map, if there's any elevation changes (including one floor to another!) show them numerically; set an arbitrary 0' point at the main entrance and then give elevation markers relative to that point anywhere the elevation is different e.g. at the start of the basement write-ups note that the basement is at -12' elevation*. --- for every staircase, tell me the total horizontal distance and vertical rise/drop it has. Many maps show both ends of a staircase on different floors but don't give info on how to connect those ends, which can make vertically lining up the different maps a real pain. --- never [I]never[/I] [B]never[/B] use isometric maps! Top-down only, thanks, unless a side-view would help in which case give that too. I recently ran a module whose main map was isometric and that map made my job much harder than it would have been; I kept having to make up what was "behind" the bits the map showed. Also, it only had squares for the horizontal bits and gave me no idea as to the vertical scale, which I had to kinda guess. --- if the dungeon or area etc. is large, use 10' or even 20' squares instead of 5' squares to show scale so I don't have to stop and count all those little squares every time the PCs get to a new area (also see above re repeating the dimensions in the write-up) --- [B]no[/B] extra art or decoration on the map (Goodman, I'm looking at you!). It's a functional document, not a work of art; please treat it as such. * - there's a module I'm probably going to be running in the next short while that involves lots of elevation changes and pits etc., I was looking at its map last night and the elevation changes are shown by discontinuous contours; a reasonable attempt but putting actual numbers on the map would make it so much easier to parse on the fly! [/QUOTE]
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