Difference between revisions of "DMs Only: Module Template"

From Woldipedia
Jump to: navigation, search
(retooling this page)
(bringing the module template up to date)
Line 3: Line 3:
 
Game:  
 
Game:  
  
Projected Dates: [List projected dates that module is to start and end.]  
+
Projected Dates: [List projected dates that module is to start and end. Remember to list those dates on the [https://docs.google.com/document/d/1iMQTvt63jQJ07y8Blu4ueajUcaOb9V_OLxcaEIlkKsE/edit?hl=en_US Woldian Module Calendar]. If you realize that you’re moving fast or slow, please adjust the dates on the calendar and e-mail Jerry.]
 +
 
 +
[Standard module size: The standard module should be three months long. The “trend” lately for many modules has been to go longer. I [Jerry] have been guilty of this as well. However, if you take a look at a game that is known to be faltering, one of the things you’ll perceive is a module that ran too long. Keep them shorter.]
 +
 
 +
[Module structure: Look to see if your module/story has a beginning, middle, and end.  A strong ending is VERY important to give the player’s a feeling of satisfaction as well as a feeling of accomplishment.]
  
 
Author(s):  
 
Author(s):  
Line 13: Line 17:
 
Changes to module when played: 1 paragraph (to be done when the module concludes)
 
Changes to module when played: 1 paragraph (to be done when the module concludes)
  
'''Scene 1: [Title of Scene] '''
+
'''Scene 1: [Title of Scene] ''' [List Number of weeks for each scene]
  
[List Number of weeks for each scene which should be 3-5 weeks which is 15-25 posts] [List xp for any monsters and scene.]
+
[Description of scene: One location/encounter/battle/or event. It lasts for 3 to 5 weeks. It is better to have several short scenes than one long one that covers several things. Fast scene changes give the impression that the module has good pacing. Take a look at your last module and how it posted to see if you’ve been planning scenes of an appropriate length.]
  
[Description of a scene: One location/encounter/battle/or event. It lasts for 3-5 weeks. It is better to have several short scenes than one long one that covers several things. Fast scene changes gives the impression that the module is pacing well. Take a look at your last module and how it posted to see if you’ve been planning scenes that last too long. Again, shorter is better. The standard module should be three months long. The “trend” lately for many modules has been to go longer. However, if you take a look at a game that is known to be faltering, one of the things you’ll see every time is a module that ran too long. Keep them shorter.]
+
[Monsters: Either paste the stat block here or put a link to the SRD for every scene that has combat.]
  
'''Scene 2: [Title of Scene] '''
+
[Treasure: List and give treasure by the scene and total it up below in the end matter.]
  
[List Number of weeks for each scene] [List xp.]
+
[XP: List xp for each scene and give it at the end of each scene.]
  
[Description of a scene.]
+
'''Scene 2: [Title of Scene] ''' [Number of weeks]  
  
'''Scene 3: [Title of Scene] '''
+
[Description of scene.]
  
[List Number of weeks for each scene] [List xp.]
+
[Monsters.]
  
[Description of a scene. Keep in mind that this is the middle of your module]
+
[Treasure.]
  
'''Scene 4: [Title of Scene] '''
+
[XP.]
  
[List Number of weeks for each scene] [List xp.]
+
'''Scene 3: [Title of Scene] ''' [Number of weeks]  
  
[Description of a scene.]
+
[Description of scene. Keep in mind that this is the middle of your module.]
  
'''Scene 5: [Title of Scene] '''
+
[Monsters.]
  
[List Number of weeks for each scene] [List xp.]
+
[Treasure.]
  
[Description of a scene. A strong ending here is important to give satisfaction and a feeling of accomplishment to the players.]
+
[XP.]
 +
 
 +
'''Scene 4: [Title of Scene] ''' [Number of weeks]
 +
 
 +
[Description of scene.]
 +
 
 +
[Monsters.]
 +
 
 +
[Treasure.]
 +
 
 +
[XP.]
 +
 
 +
'''Scene 5: [Title of Scene] ''' [Number of weeks]
 +
 
 +
[Description of scene. A strong ending here is important to give satisfaction and a feeling of accomplishment to the players.]
 +
 
 +
[Monsters.]
 +
 
 +
[Treasure.]
 +
 
 +
[XP.]  
  
 
'''End matter:'''
 
'''End matter:'''
  
A: List all NPCs used in the module. Even if it is NOT the first time for that NPC to be used in the campaign, write a sentence or two describing the NPC. If there are changes in the NPC in this module, note that it is a change and what changed. An alternative to this is to have an NPC page on Woldipedia and link to that page where all NPCs are here.
+
A: NPCs [List all NPCs used in the module. Some like to link the first mention of each NPC in the module down to this location, but that is optional.  Even if it is NOT the first time for that NPC to be used in the campaign, write a few words describing the NPC. If there are changes to the NPC in this module, note the changes. An alternative to this is to have an NPC page on Woldipedia and link to that page.]
 +
 
 +
B: Locations:  [List all locations used in the module.  Briefly, describe the location. We’re talking places like inns, shops, temples, etc.  Note any changes just as with the NPCs above.]
 +
 
 +
C: Treasure: Two things go here.
  
B: List all locations used in the module. [same as for NPCs.] Describe the location. We’re talking places like inns, shops, temples, etc. If there are changes to the location from the last entry, note what has changed and that it HAS changed.
+
Magic Items List: [List all magic items given in the module. Check with the DM of the Catacombs if you are not sure about what their rules are for magic items, what can be sold, etc. List a full Magic Item entry for any Fate Items.]
  
C: Magic Treasure: List all magic treasure given in the module. Check with the DM of the Catacombs if you are not sure about what their rules are for magic items, what can be sold, etc. This should be done to Woldian standards.
+
Total Treasure Value: [Total up all the treasure for the module and list here. Itemizing is up to you since it appears above in the scenes when awarded.]
  
D: List the experience for the module. [Remember we are advancing at 3 levels a year for levels 1-3, 2 levels a year after that until 20th level is reached.] I highly suggest dividing the xp for the module by the scene and then giving out “xp per scene.” Play-testing shows that this helps keep the interest of the players high.
+
D: Total experience:  [List the total xp for the module. Remember we are advancing at 3 levels a year for levels 1-3, 2 levels a year after that until 20th level is reached.]
  
'''General notes:'''  
+
'''Final notes:'''  
  
Give me the level of detail necessary to for a sub, not familiar with the game or campaign to run the module. Anything beyond that is up to you. Look at your module as you fill in the template with that "focus" in mind. Can my Asst. DM or a sub DM run this with this amount of information? I do not need monster details for the module -- just the name of the monster, etc. If strategy is needed, include that. You can work up the monster's stats when the combat comes. We are all honorable enough to not cheat "against" the players during combat. It is very easy however, to just paste monster stats from an online source into the module though. It puts everything in one place.
+
Give me the level of detail necessary to for a sub, not familiar with the game or campaign, to run the module. Anything beyond that is up to you. Look at your module as you fill in the template with that "focus" in mind. Can my Asst. DM or a sub DM run this module with this amount of information?

Revision as of 11:46, 20 February 2012

Title of Module:

Game:

Projected Dates: [List projected dates that module is to start and end. Remember to list those dates on the Woldian Module Calendar. If you realize that you’re moving fast or slow, please adjust the dates on the calendar and e-mail Jerry.]

[Standard module size: The standard module should be three months long. The “trend” lately for many modules has been to go longer. I [Jerry] have been guilty of this as well. However, if you take a look at a game that is known to be faltering, one of the things you’ll perceive is a module that ran too long. Keep them shorter.]

[Module structure: Look to see if your module/story has a beginning, middle, and end. A strong ending is VERY important to give the player’s a feeling of satisfaction as well as a feeling of accomplishment.]

Author(s):

Starting Party Level:

Summary of Module:

Changes to module when played: 1 paragraph (to be done when the module concludes)

Scene 1: [Title of Scene] [List Number of weeks for each scene]

[Description of scene: One location/encounter/battle/or event. It lasts for 3 to 5 weeks. It is better to have several short scenes than one long one that covers several things. Fast scene changes give the impression that the module has good pacing. Take a look at your last module and how it posted to see if you’ve been planning scenes of an appropriate length.]

[Monsters: Either paste the stat block here or put a link to the SRD for every scene that has combat.]

[Treasure: List and give treasure by the scene and total it up below in the end matter.]

[XP: List xp for each scene and give it at the end of each scene.]

Scene 2: [Title of Scene] [Number of weeks]

[Description of scene.]

[Monsters.]

[Treasure.]

[XP.]

Scene 3: [Title of Scene] [Number of weeks]

[Description of scene. Keep in mind that this is the middle of your module.]

[Monsters.]

[Treasure.]

[XP.]

Scene 4: [Title of Scene] [Number of weeks]

[Description of scene.]

[Monsters.]

[Treasure.]

[XP.]

Scene 5: [Title of Scene] [Number of weeks]

[Description of scene. A strong ending here is important to give satisfaction and a feeling of accomplishment to the players.]

[Monsters.]

[Treasure.]

[XP.]

End matter:

A: NPCs [List all NPCs used in the module. Some like to link the first mention of each NPC in the module down to this location, but that is optional. Even if it is NOT the first time for that NPC to be used in the campaign, write a few words describing the NPC. If there are changes to the NPC in this module, note the changes. An alternative to this is to have an NPC page on Woldipedia and link to that page.]

B: Locations: [List all locations used in the module. Briefly, describe the location. We’re talking places like inns, shops, temples, etc. Note any changes just as with the NPCs above.]

C: Treasure: Two things go here.

Magic Items List: [List all magic items given in the module. Check with the DM of the Catacombs if you are not sure about what their rules are for magic items, what can be sold, etc. List a full Magic Item entry for any Fate Items.]

Total Treasure Value: [Total up all the treasure for the module and list here. Itemizing is up to you since it appears above in the scenes when awarded.]

D: Total experience: [List the total xp for the module. Remember we are advancing at 3 levels a year for levels 1-3, 2 levels a year after that until 20th level is reached.]

Final notes:

Give me the level of detail necessary to for a sub, not familiar with the game or campaign, to run the module. Anything beyond that is up to you. Look at your module as you fill in the template with that "focus" in mind. Can my Asst. DM or a sub DM run this module with this amount of information?