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Module-writing: the proper ingredients

Writing a module in many ways is like writing a story.

You need to...

1) A good hook. Bonus points if it is a flexible hook.
2) Start with a bang.
3) Have memorable characters.
4) Have a twist. There has to be a moment in the story where everything that the characters thought was happening turns out to be wrong, and the story goes off in a completely new direction. There are dozens of good twists you can use, from misidentifying the villain to finding that you are on an entirely different sort of adventure than you first thought.
5) Finish with a bang.

Ok so that's the big picture. The small picture is important too.

a) Well designed encounters. This means they are fun, well balanced, and that they feel appropriate to the story rather than forced into the story to provide the players XP or meet some arbitrary design goal. Puzzles for example should feel like they are there for a reason. Traps should be located in believable places.
b) Good mixture of encounters. Ideally, you want role-play, puzzle, and combat encounters in the same adventure.
c) Oppurtunity for everyone to shine. If the module has alot of undead, you almost have to have traps, not because its a trope, but because undead are immune to sneak attack. Expanding on 'b', there should be oppurtunities for diverse skills to matter and obstacles that can be overcome by several different approachs. There should also be obstacles that deprecate one particular approach in favor of one of several others (ex. you can't easily fight it, but you can run away, sneak past it, or talk to it).
d) There should be good plotting, including what to do when the plot goes astray, and sufficient spare clues that if some are missed the plot trail won't go completely cold.

Aside from c), that covers what I would have said. But I need to spread some more xp around :(
 

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Speaking of good modules and maps, I wonder what you folks think about HackMaster's recently released Frandor's Keep? It's extremely detailed and compelling.

I am also presently working on writing a supplement ... basically I'm working on a broad concept of providing modular options and, yes, interesting stories.

The PCs are caught in the middle of an uprising -- they can choose if they want to work for the men in power or help the weak; and along the way they will have minimally five detailed adventure opportunities that they can follow. Or they can skip them. Or they can focus on only one or two ... it's totally up to them, and the GM will still get a lot of use out of the supplement regardless.

One part of this includes the maps -- I've been making my own. Having now been exposed to Chris West's work, I can also see a few ways to improve mine a bit more. Perhaps I'll post them in a little bit...
 

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