Modules and the right amount of setting detail

Think of writing a D&D module like adding another dungeon level on to Dungeon! the boardgame.

First and foremost you need a well designed spatial map that expands the board so it challenges and supports the character types which can explore it. (All of them in D&D) Are there secret doors off the Chambers for Fighters? Nested rooms for quick clearing for the Wizards? Lots of secret paths and rooms for the Thieves?

Second, you need to include a pile of challenge appropriate Monsters. These will vary in difficulty depending on class. And spells preparation for Wizards.

Third, you will want level appropriate Treasure rewards which match up to the requirements needed for the class. This is different in D&D as in Dungeon! Gold Pieces are the score needed by each class to end the game. In D&D these would be XP earning results.

Fourth, you want to put in Magic Items (and Equipment) of appropriate level and class. Trap-Finding cards are scattered all through 1st & 2nd dungeon levels which Rogues don't really need, but other classes could well use. This makes moving into easier, but less valuable dungeon levels valuable for other classes like the Fighter and Cleric. How these magic items work to change the odds of play in the game also determine their value for different levels in the dungeon. ESP Medallions aren't as useful as Crystal Balls. And so all these magical effects become level rated as well.

Lastly, you'll want to think about the size of the level. The amount of treasure, monsters, and magic items. And how all of that balances not just with each of the classes, but also with the other levels in the game. Of course how the map connects to other areas is very important, but in D&D these creatures and items are going to change location as forces shift. So overbalancing a high level group and under balancing a lower level means the high level ones quickly squash out the lower and not too later in the game all the dungeon will be high level. So the metaphor breaks down here, but demographics of ilevels matter quite a lot in D&D.
 

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stripping stuff out is almost zero work.

the only time taken is the time to read it (or part of it) and go, "nope". besides, even if i strip it out for this particular situation, that material might be just the thing for some other situation, so i collect it and reread stuff on occasion just for current and future inspiration. let it all mix together in the back of my head, and then all sorts of fun stuff just piles out... too much for me to use, actually....

coming up with ideas is practically zero work for me too. the real work is paring back my ideas to something manageable.

and on top of that, i deliberately leave stuff open ended and unfinished so that my players (knowingly or otherwise) decide how most detail-stuff turns out for me. then it's just as much fun for me as dm as it is for them as players, cause while i may know the overall plot and numerous sub-plots currently running and where things are roughly going to go, my players constantly surprise me and improve upon my ideas by coming up with weird, unique, and humorous ways to get to the next plot point. ^^
 

My idea of stripping stuff out is just ignoring it, so it isn't anything painstaking. As I stated in my previous post, if there's unnecessary information in there, then the stuff that might need ignoring becomes cumbersome. Otherwise, it's not much of an issue. Leaving setting fluff out might be leaving out something good I could use. Personally, I find things like maps, plots and NPCs more useful for swiping for my campaign than actual encounters.

That is very interesting, definitely in contrast to what [MENTION=29398]Lanefan[/MENTION] was saying and what I hear lots of DMs on ENWorld say (that they want dungeons, encounters, challenges). I understand there's an adventure path vs. sandbox divide that dictates what sorts of adventures/modules a DM looks for, but maybe there's another difference operating to? Could you explain why maps, plots, and NPCs are more useful to you than encounters?
 

That is very interesting, definitely in contrast to what [MENTION=29398]Lanefan[/MENTION] was saying and what I hear lots of DMs on ENWorld say (that they want dungeons, encounters, challenges). I understand there's an adventure path vs. sandbox divide that dictates what sorts of adventures/modules a DM looks for, but maybe there's another difference operating to? Could you explain why maps, plots, and NPCs are more useful to you than encounters?

Sure. Drawing a map is a pain in the butt for me. But if I have a map, I can plug in all the details pretty easily, even on the fly if I have to. So maps are worth their weight in gold.

NPCs and plots (or more appropriately, plot hooks) are things that jog the imagination. A town with a few interesting NPCs, a few factions at odds with each other, and few problems that need "adventurous assistance" are all I need. I can mix and mingle these, as well as add my own ideas, to make things interesting and flesh out the details as they are required.

It might not just be sandbox vs adventure path, system might be important here, too. There are some crunchier games where dreaming up an encounter and putting it to use in game isn't a quick and simple thing, I suppose.
 

That is very interesting, definitely in contrast to what @Lanefan was saying and what I hear lots of DMs on ENWorld say (that they want dungeons, encounters, challenges). I understand there's an adventure path vs. sandbox divide that dictates what sorts of adventures/modules a DM looks for, but maybe there's another difference operating to? Could you explain why maps, plots, and NPCs are more useful to you than encounters?

Perhaps not directed at me, but I'll respond anyway... plots are the most important element, as they determine everything else.

what is a dungeon? a location designed by someone for a specific purpose, which may, or may not have been taken over and repurposed by someone else. If you know the plot behind a location, the structure and layout of the location just fall into place. take an abandoned and ruined temple for example: who was it to, what rituals were performed, what beliefs shaped this building? this will determine how many sacred areas there are, what kind, and what sorts of thing might still be ther (traps, creatures, magic, etc..) how did they live? did the priests live off of offerings? if so, they won't have a kitchen area, or may only have a minimal food prep area; but on the other hand, they will have lots of storage areas. do the priest live on-site? if so, there will be dorms and/or living quarters. does the worshipped being have a reputation to uphold? then said living quarters will be out of sight, as will storage locations and any non-impress-the-masses functions. and so forth.

now, for a repurposed area, the questions are the similar, but will focus on what advantages will the new owner see in the spaces in question - which will determine which areas are populated and worked, and which areas are unpopulated... or will be empty enough to let outside creatures wander in and take up quiet residence.

geography has always played a large role in the shape of structures, so again, plot will determine why someone wants to build here, and then geography will determine what they actually can build here, as modified by available specials... (psionics, magic, science, and so forth).



encounters are easy: what lives in the area, and why would it object (if it would) to the presence of the players? in the case of intelligence and purpose driven encounters: why are they here, what do they want from the player characters or what is their goal with respect to the PCs, how much do they know of the PCs, and do they have a reason for special preparations specifically versus the PCs? Are they smart, suspicious, hostile, cautious? then scouts, backup forces, lines of retreat, and observers (as modified by available geography and specials).

if the plot is thought through logically, then the encounters practically write themselves. as do adventures for that matter. after all, what are adventures? answer = somebody wants something and is trying to get it, and for some reason the PCs are going to do something with regards to that.



ie: plot.



^^
 

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