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Best practices for easy-to-run modules [+]
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<blockquote data-quote="LordEntrails" data-source="post: 9802666" data-attributes="member: 6804070"><p>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.</p><p></p><p>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.</p><p></p><p>Playtest... eh. Interesting to read, but makes it a pita to run. Remember the thread premise <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 9802666, member: 6804070"] 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. [/QUOTE]
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