I have been considering writing out a module for a homebrew game that I have been running for a while. I was researching how best to write a module, and what information to include, and all modules seem to be written differently. However, most appear to include starting towns/cities, lists of quests, items, and monsters that may be encountered along the way, among other things.
So, with that in mind, I have a couple of questions that I hope will set me on the right track to organize, and include everything that the module would require.
1. What information should be included in a module? I was thinking to add the following:
About the world Cities/Towns Lore Important NPCs Quests (At least up to lvl 10.) Significant items (Magic items, rare items, etc.) Guilds Important descriptions Important Maps (Land, city/town, main quest dungeons)
Should other information be included? What, and what order would be best from your perspectives?
2. Do you have any tips that will make the project easier, or flow better? (Have fun being obvious. :) )
Rollback Post to RevisionRollBack
You can lead a dwarf to water, but you can't make him get in the boat.
While it says "publishing" it's more "writing your TTRPG adventure so that another GM can run it." Some of what BL says above is expanded on, plus a bunch of other stuff from stylistic (word choice) to structural. He gives his bona fides at the start, and I would say he's well qualified based on his resume.
This information is hugely helpful. I am writing it out since I have been running the game for a while now, and intended to share it among a few other DM friends. I told them about the premise, and basic plot, and they asked if I could write something out for them to run it. The first couple of people, I just shared some of the notes and that was that. However, after about 5 or so people asking for something so that they could run a version of the game, I thought maybe I would try to write out a module for them, and see if I can post it somewhere like the Dungeon Master's Guild.
Rollback Post to RevisionRollBack
You can lead a dwarf to water, but you can't make him get in the boat.
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I have been considering writing out a module for a homebrew game that I have been running for a while. I was researching how best to write a module, and what information to include, and all modules seem to be written differently. However, most appear to include starting towns/cities, lists of quests, items, and monsters that may be encountered along the way, among other things.
So, with that in mind, I have a couple of questions that I hope will set me on the right track to organize, and include everything that the module would require.
1. What information should be included in a module? I was thinking to add the following:
About the world
Cities/Towns
Lore
Important NPCs
Quests (At least up to lvl 10.)
Significant items (Magic items, rare items, etc.)
Guilds
Important descriptions
Important Maps (Land, city/town, main quest dungeons)
Should other information be included? What, and what order would be best from your perspectives?
2. Do you have any tips that will make the project easier, or flow better? (Have fun being obvious. :) )
You can lead a dwarf to water, but you can't make him get in the boat.
While it says "publishing" it's more "writing your TTRPG adventure so that another GM can run it." Some of what BL says above is expanded on, plus a bunch of other stuff from stylistic (word choice) to structural. He gives his bona fides at the start, and I would say he's well qualified based on his resume.
Jander Sunstar is the thinking person's Drizzt, fight me.
@BigLizard
This information is hugely helpful. I am writing it out since I have been running the game for a while now, and intended to share it among a few other DM friends. I told them about the premise, and basic plot, and they asked if I could write something out for them to run it. The first couple of people, I just shared some of the notes and that was that. However, after about 5 or so people asking for something so that they could run a version of the game, I thought maybe I would try to write out a module for them, and see if I can post it somewhere like the Dungeon Master's Guild.
You can lead a dwarf to water, but you can't make him get in the boat.