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Best practices for easy-to-run modules [+]
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<blockquote data-quote="EpicureanDM" data-source="post: 9804402" data-attributes="member: 6996003"><p>Great idea to put the DC of locked doors directly on the map. I wasn't confused at all because I read the map's key. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The Overview section of Abode reminded me of a metaphor that I haven't used before now. It would be great if sections like "Overview" were written like director's commentary on a DVD. I'd go further and say RPG scenarios should be written in "DVD commentary voice" as much as they can. Not every word of every section, but it should be the majority of the text.</p><p></p><p>"DVD director commentary" captures the right tone and relationship between the designer and GM. I'm taking liberties with the actual text that Sacrosanct provided, but imagine an Overview section written more like this:</p><p></p><p>"This small stone fort contains three combat encounters (two Medium difficulty, one Hard). There's a total of 2,000 monster XP and 1,500 gold XP available including a Ring of Feather Fall and a scroll with Fireball and Mirror Image. Keep an eye on whether the players connect with one of two big clues placed here: the Letter from the Bishop and the murals depicting the True Heir. The fort should feel foreboding. If anyone fails a Perception check, give them disadvantage on future Perception checks until they leave the fort."</p><p></p><p>EDIT: This alternate Overview text isn't a narrative overview; it's a <em>game </em>overview.</p></blockquote><p></p>
[QUOTE="EpicureanDM, post: 9804402, member: 6996003"] Great idea to put the DC of locked doors directly on the map. I wasn't confused at all because I read the map's key. ;) The Overview section of Abode reminded me of a metaphor that I haven't used before now. It would be great if sections like "Overview" were written like director's commentary on a DVD. I'd go further and say RPG scenarios should be written in "DVD commentary voice" as much as they can. Not every word of every section, but it should be the majority of the text. "DVD director commentary" captures the right tone and relationship between the designer and GM. I'm taking liberties with the actual text that Sacrosanct provided, but imagine an Overview section written more like this: "This small stone fort contains three combat encounters (two Medium difficulty, one Hard). There's a total of 2,000 monster XP and 1,500 gold XP available including a Ring of Feather Fall and a scroll with Fireball and Mirror Image. Keep an eye on whether the players connect with one of two big clues placed here: the Letter from the Bishop and the murals depicting the True Heir. The fort should feel foreboding. If anyone fails a Perception check, give them disadvantage on future Perception checks until they leave the fort." EDIT: This alternate Overview text isn't a narrative overview; it's a [I]game [/I]overview. [/QUOTE]
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