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*TTRPGs General
Making Modules Easier to Use
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<blockquote data-quote="Krilia" data-source="post: 3646497" data-attributes="member: 53492"><p>I'm a player, GM and writer in Living Arcanis, so these days that's what I mainly see, module wise. I've played/ran some published adventures, Living City, Living Force, Living Spycraft and a tiny bit of Living Greyhawk.</p><p></p><p>Anyway... how we're arranging the mods in Living Arcanis these days: Stat Blocks are presented at the end in detail, one full page per monster (or monster type), though there are reminders of what they should be in the main text. (ie, "3 male Human Ftr 3") </p><p></p><p>Maps are all located in the appendix, along with any Player Handouts (mysterious diary pages, wanted posters, whatever). There's no formatting rule at the moment about two maps, but some authors are doing that.</p><p></p><p>The mod opens with an adventure background - all of the back history of events that the GM needs to know. Then there is a brief summary of encounters, perhaps a sentence or two each. Each encounter is numbered and starts with a "Key Ideas" section pointing out what the point of the encounter is. The encounter ends with a section listing what encounters the party should be able to get to from this one, and what actions or decisions lead there, in a nutshell.</p><p></p><p>There are still some problems, but I think that it's pretty easy to follow compared to some of the other formats I've dealt with.</p></blockquote><p></p>
[QUOTE="Krilia, post: 3646497, member: 53492"] I'm a player, GM and writer in Living Arcanis, so these days that's what I mainly see, module wise. I've played/ran some published adventures, Living City, Living Force, Living Spycraft and a tiny bit of Living Greyhawk. Anyway... how we're arranging the mods in Living Arcanis these days: Stat Blocks are presented at the end in detail, one full page per monster (or monster type), though there are reminders of what they should be in the main text. (ie, "3 male Human Ftr 3") Maps are all located in the appendix, along with any Player Handouts (mysterious diary pages, wanted posters, whatever). There's no formatting rule at the moment about two maps, but some authors are doing that. The mod opens with an adventure background - all of the back history of events that the GM needs to know. Then there is a brief summary of encounters, perhaps a sentence or two each. Each encounter is numbered and starts with a "Key Ideas" section pointing out what the point of the encounter is. The encounter ends with a section listing what encounters the party should be able to get to from this one, and what actions or decisions lead there, in a nutshell. There are still some problems, but I think that it's pretty easy to follow compared to some of the other formats I've dealt with. [/QUOTE]
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