Discussing our new module formatting….

AUTHORS

We have spent considerable time thinking about how to make it easier on GMs.    Some of the things that stood out for us were:

->  The GM needs to be able to clearly see what needs to be presented to the players.  This should not be hard to pull out or contain any information that is for GMs only.   This needs to be clear and play to the senses of the adventurers.   (we went boxed and light gray filter background)

->  There should be objects and other room areas that can be interacted with.   Those that are detectable should be mentioned and clearly labelled  (we went bold).   These can be read out as items:   i.e. there is a black cauldron, but nothing further should be read initially for game speed.  when the players choose to interact, the next layer can be read.    (we choose to handle this through indenting).

->  Stat blocks need to be digestible.   The shortened form and in parentheses makes sense to us.   We recognizes this is presenting one (or two) playable system’s stat blocks at most (because we don’t want to clutter up the room descriptions)….which leads to:

->  Conversion sheets are made available for tear away in the back of the module.   This way if you are playing a different system, all you need to do is take this separate sheet and follow along through the module with it governing the stat blocks and interaction points in the room (i.e. if a system has a different means of checking success on an interaction for instance).

-> Artwork is key.   Artwork is placed in-line in the module and printed in a separate artbook for display to player characters.

-> Monsters are handled in a separate section and graphics are also printed on cardstock for reveals to players.

-> All maps are made available in VTT formats for Roll20 or other VTT use.

-> Sections that need to be for GM’s eyes only  (e.g. module summary/overview and key hidden points) are kept minimal, presented when needed, and an overview of the adventure is given first to allow the GM to zone in on key NPCs and interactions that will help drive the adventure.

-> Wandering monster tables are pre-generated and available for all unplanned/unmapped areas.

-> Experience guidelines and treasure is identified separately in the module and for each encounter.

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