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  • Writer's pictureEric

Modularity #3 - Module Formatting

Sept 13th, 2020

While I was working on the first adventure module, I realized that it was difficult to read in article format. But I still want to present a free version to all of you.

In that regard, I am posting this on a whim as I work on the module to keep you all informed on what all my notations and formatting mean.

Nothing tremendously fun or interesting in this article just boring definitions. This post will be linked at the beginning of any Modules posted here.

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Text Boxes - contain information, dialogue and more content needed by the Storyteller.

Storyteller Narration - These are the parts you read out loud. In finished modules this will be textboxes highlighted for ease of use.

Storyteller OOC - These parts are for you to paraphrase out of character for your players.

Dialogue - highlighted text to be added to conversations with players during interactions with specific NPCs.

Optional - decisions for the DM to figure out prior to starting the session.

Scenes - parts of the adventure scripted more closely, usually moments of choice and action.

Opening Scene - The first scene of the adventure.

Climactic Scene - The final or potential final scene of the module.

Story Mainline - This is the course with the most planning and likelihood of happening.

Storyteller Information - pieces of information useful for the storyteller to understand character motivations.

Character Bio - this is a write up describing a character's, usually an NPC, outlook, and personality, as well as goals, ethics, and morals. Can contain statistic blocks.

Villain Bio - this is as a character bio but focuses on the primary antagonist and will include their ultimate plans and goals. Can contain statistic blocks.

Statistic Blocks - usually focused on a specific NPC for the purposes of Storyteller rolls required. In Free Module posts, this will be vague and conceptual. In finished adventures this will involve detailed statistics based on game type and style.

Random Charts - this information will be used by the Storyteller to generate random events and outcomes. In Free Modules, this will be an idea of what should be on the random charts and table. In finished adventures this will be included as finished charts and tables.

Divergences - Alternate possibilities diverging from the Story Mainline foreseen by the author. Some divergences, particularly player caused ones, can lead to not hitting anything in the module afterwards. These are places where Storyteller flexibility is tantamount.

Combat - moments where combat becomes unavoidable (most likely) and outcomes must be determined before continuing. A type of Divergence.

Player Choice - a type of Divergence dependant entirely on player choices.

DM Choice - a type of Divergence similar to optional content that the storyteller chooses.

Random Events - random events can be major Divergences under the right circumstances. These events can be unforeseen consequences of player actions or it can be rolled on a table, for example inclement weather that forces a tornado or other disastrous event.

Story Trackers - this section will appear after the module to give checklists of events, plot hooks, notes, and other useful information to the Storyteller.

Key Items - items needed to accomplish specific tasks.

Key Characters - NPCs considered crucial to the story.

Plotlines - a list of ongoing plotlines not wrapped up in the module, useful for creating ongoing stories set over multiple modules/adventures/sessions. Will be divided into ongoing or finished sections.

Other Info - as required, these items will be determined mainly by each individual playthrough.

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This article will be changed as needed. If you feel anything should be added or clarified, comment below.

Eric

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