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Module
Writing 101
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I:
Types of Modules
Outside of the
plotlines that are devised by the main plot committee, module writers
provide the rest of the entertainment fodder for our players to hopefully
enjoy. There are several kinds of modules out there that can be written
up to use, including encounter/lair, stand-alone,
module series, The encounter/lair is the simplest of all of them. Otherwise known as scouting modules, it is a simple two scene module, usually involving either a beast or particular npc you wish the players to encounter. Stand-alone or single-run modules, take place in a particular setting, involve a particular npc, and have a definite ending. The nature of the story it tells makes it unique, and can never be repeated. A module series is just that, anywhere from two to four modules, all linked together by story and npcs, that have a definite beginning, a series of episodes, and a definite conclusion. These can be repeatable, but are normally unique. Repeatable series are killer to write and run, just as long as you dont run it into the dirt. A classic example of the module series is the infamous Mithril Mine. Repeatable modules are just that, they can put into any setting, are not linked to a particular npc, and can be run at any point in the season. These are the classic save the girl, dog, cow, whatever kind of modules, but you dont have to stick to that particular theme.
There are three basic types of encounters found in modules: combat, roleplay, and challenge. Combat is just that, combat. It should be balanced, with foes enough of a challenge for the player characters, but not so uber heinous that they will run the characters over. Also, never, ever plan to kill off the PCs. Always leave them a way out of a situation. Never count on a combat encounter to always work out the way you want it. Players can, and will roleplay their way out of it, if they can. And never, ever, let the rest of your module depend on the outcome of that combat, either. If the PCs find a way around it, the rest of the module becomes a moot point Roleplay: These encounters sometimes are the most fun part of a module to run, and are definitely the most entertaining for the players to deal with. This is where the characters meet the good guy who may or may not screw them over later, the obvious villian or the not-so-obvious ally .just run with it. Avoid over-scripting these encounters, this is live-action roleplaying, not a stage play. Challenge: This is the most creative kind of encounter to make. A challenge can consist of any of the following: riddles, puzzles, traps, physical challenges, or contests. Riddles can be verbal or written, and can even be given in a prior encounter, with the answer found later, same with puzzles. Puzzles can be physical and visual, and I have found that players enjoy this the most. Examples of these are multiple keys to open a lock, a map built from pieces that either leads to the treasure or the exit out, or just the right counterweight to keep that trap from going off. Physical challenges can take any form, from navigating a rope bridge that has seen better days, to running through a complex maze. Always keep safety in mind when setting these up for the players to run through, and dont make it too difficult for them to complete. They should be a challenge that they will remember because it was cool, not because it broke them. Contests are another option to use to challenge the PCs, and can be any kind of reasonable contest that fits the story of the module. I have seen human chess matches take place, and have participated in impromptu poker games in order to get that vital piece of information out of an NPC. You can also combine other kinds of challenges in this, like a foot race, a riddling contest or a scavenger hunt. Use your imagination, and keep in mind that it must fit the story and be accomplished in some way. No-win situations are never fun.
The final reward for the PCs, the treasure should be fair and fit the story. Avoid handing out too many legendary swords, but at the same time dont be cheap with the gold or items found. Try to attain a balance between the level of power in the character party and the items found. The standard rule of thumb: Treasure value per PC should equal ½ the Party Average Level in Gold Pieces, or basically 50% of the cap for each member of the party at an averaged level. Example: A party with an average character level of 6th should earn about 3 gold piece value in treasure each. Production items as treasure should be counted as equal to ½ its production point value in silver. For example, a paralysis gas poison (40 pts) will be counted as 20 silver or 2 gold toward the cap. One-shot magical items should be counted as 5 times the spell level in silver. Example, an activate life item counts as 45 silver because the level of the spell activated is 9th. Permanent magical items can only be given with CC approval, should be unique, and are not counted into the total treasure for the module. Treasure placement within the module is either open or hidden. Open is found on monster bodies, lightly concealed or given as payment upon completion of the module. Hidden treasure is the chest behind the secret panel, buried and found through the use of a map, or the loot guarded by the nasty beastie. Hidden treasure should equal 1/3 of the total alloted for the module, but is only counted as half of its value, because there is a chance that the PCs will miss it, and they should not be cheated on the value if they did. Say a 5th level party would be getting 30 gold in treasure for a particular module, but there is a hidden chest built into it. Put 20 gold open and easily found by the PCs, and 10 gold into the chest. The actual value of coin and items found in the chest is double what was put into it because of counting at half value, so if the PCs find the chest, they are actually getting 20 gold in value. It is a bit confusing, but try it a few times, and adjust as necessary. This is the national standards, and all modules have to follow these guidelines.
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