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HELP! I just volunteered to write a tourney module!
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<blockquote data-quote="Thia Halmades" data-source="post: 2699138" data-attributes="member: 35863"><p>All variations on a theme. My major point here is that in four hours, you have plenty of time to go beyond "bottled module" and tell a specific short story in the medium of an RPG. Mechanics don't factor into that part; there are people on these boards who are infinitely more gifted than I in that regard. My strength is story telling, so I think you would have a much more memorable module with the flow of a film.</p><p></p><p>- Opening. Establish presence, cause, and conflict. Why are we here? Why are they here? Two paragraphs should be sufficient to just set the scene.</p><p></p><p>- Initial Engagement (Crossing the Departure Threshold, for the Campbellians in the hizzouse). Once they're in, there's (literally) no turning back. Their first fight within the walls and the first tests of their mettle come here.</p><p></p><p>- Adventure (The actual 'plot'). This is where the action happens; the PCs learn the history, possibly through images, flash backs they can't control as the Crystal tests them from the moment they enter, thus making the Crystal a major character in and of itself. They engage forces which are also terrifying real manifestations of memories the Crystal has had, or one of its two Avatars have encountered in their time.</p><p></p><p>- The Guide (Optional); the Guide is a separate character (a manifestation, an idea taken form, a crow, a coyote, Merlin) who grants a boon (excalibur, the ability to see spirits, hear thoughts, see ghosts, etc.) and helps guide the party through to the climax of the adventure.</p><p></p><p>- Epiphany/The Boon - gaining the knowledge of the prize/boon that the Guide (optional) has lead them towards. i.e., the First Thought was really (insert THE TRUTH here) or perhaps it was (insert alternate THE TRUTH here). However, reaching this point usually leads directly into the final conflict, which also occurs here.</p><p></p><p>- Return - the exit, with heroic music playing in the background, as the PCs with prize in hand triumphantly leave everything behind and go on to their next adventure.</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2699138, member: 35863"] All variations on a theme. My major point here is that in four hours, you have plenty of time to go beyond "bottled module" and tell a specific short story in the medium of an RPG. Mechanics don't factor into that part; there are people on these boards who are infinitely more gifted than I in that regard. My strength is story telling, so I think you would have a much more memorable module with the flow of a film. - Opening. Establish presence, cause, and conflict. Why are we here? Why are they here? Two paragraphs should be sufficient to just set the scene. - Initial Engagement (Crossing the Departure Threshold, for the Campbellians in the hizzouse). Once they're in, there's (literally) no turning back. Their first fight within the walls and the first tests of their mettle come here. - Adventure (The actual 'plot'). This is where the action happens; the PCs learn the history, possibly through images, flash backs they can't control as the Crystal tests them from the moment they enter, thus making the Crystal a major character in and of itself. They engage forces which are also terrifying real manifestations of memories the Crystal has had, or one of its two Avatars have encountered in their time. - The Guide (Optional); the Guide is a separate character (a manifestation, an idea taken form, a crow, a coyote, Merlin) who grants a boon (excalibur, the ability to see spirits, hear thoughts, see ghosts, etc.) and helps guide the party through to the climax of the adventure. - Epiphany/The Boon - gaining the knowledge of the prize/boon that the Guide (optional) has lead them towards. i.e., the First Thought was really (insert THE TRUTH here) or perhaps it was (insert alternate THE TRUTH here). However, reaching this point usually leads directly into the final conflict, which also occurs here. - Return - the exit, with heroic music playing in the background, as the PCs with prize in hand triumphantly leave everything behind and go on to their next adventure. [/QUOTE]
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HELP! I just volunteered to write a tourney module!
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