Project Standards, Guidelines and Suggestions
Nov 14, 2016 15:20:47 GMT -5
Admin Pete, hengest, and 1 more like this
Post by tetramorph on Nov 14, 2016 15:20:47 GMT -5
Standards
The name is "Mini-Module," so we are going for minimalism and assuming a referee with familiarity with the Original Edition (LBBs) or similar rules. We are going for the kind of sketch we actually make for ourselves, rather than some poetic full-description plush product. So, some general rules (of thumb?) might be:
No more than three sentences per heading (excepting the key(s), of course), preferably one.
And, as implicit, only one unique monster and one unique magic item or treasure per mini-module. NOTE: word choice is "unique," not "new." The idea being these are one-off freaks, not stuff to gather up in a "Monster Manual."
Give basic stats for each monster.
No more than a noun phrase description, or, at most, sentence for a room, and then only if truly necessary.
Give rest of main treasure and other treasure by level or type only: assume the referee can use the books or a compatible on-line generator -- even at table if necessary.
Preferable one map and one key.
General composition rules (of thumb)
Focus is on retrieval of main focal treasure.
Trick or wonder likely hides / guards / or directs to this treasure, otherwise guarded by thematic BBEG or trapped.
Trick or wonder has at least 3 clues.
Main monster and theme of lair linked thematically to main treasure.
Half rooms/spaces empty.
Of the other half, ⅔ rooms/spaces treasure ½ guarded, rest ½ hidden, ½ trapped.
Traps have 3 to 5 clues.
1/6 remaining rooms have monster(s).
½ thematically related to theme monster, the rest "random."
If presented as print-ready, map and key lay flat side-by-side with one another.
Always provide a way to link with other Mini Modules possibly "above" or "below" this module in a randomly determined "dungeon."
SUGGESTED HEADINGS
Introduction
Background
Note(s) for the Referee
Unique Monster
Unique Magic Item (or Treasure)
Map(s)
Key(s)
*Link to Campaign NPCs
*Rumor Table
*Start (or Entry)
*Time Element
*End (or Exist, or Conclusion)
*Wandering Monster Table
*The asterisked items are optional:
The "Link to Campaign NPCs" would be a suggestion for how to hook the module not just to other modules or the campaign setting, but to major movers in the campaign world with a quick suggestion as to how the clearing of the lair would affect this NPC and, thereby, the PC party. How to do this generically? And in one sentence? Something like this: "An important Lord/Wizard/Patriarch (does not) want(s) the party to X the lair, if they succeed, NPC will Y."
"Rumor Table" is always fun: d6 or at most d10, with T/F marked and at least half F.
"Start/End," again, only if truly necessary.
"Time element" allows for time pressure to enter. Keep to a one sentence description: "Once PCs do/perform/take/ cross/enter X, NPC NAME / MONSTER will Y in N turns."
"Wandering Monster Table," only if both a.) deemed truly necessary and b.) a simple (d6, d10?) table.
Finally, if we go with the idea of keying each mini-module so that it could be compatible with different character level tiers, each mini-module would conclude with two of the following three headings, depending upon the original target level:
Modifications for Normal Characters (Levels 1-3)
Modifications for Heroic Characters (Levels 4-7)
Modifications for Super-heroic Characters (Levels 8+)
REMEMBER: Constraints Aid Creativity
And here is a nice article about how constraints actually aid creativity:
blog.bufferapp.com/7-examples-of-how-creative-constraints-can-lead-to-amazing-work
See also:
Mini Module Project
And, for the general tone or flavor:
Perilous Realms: Where Mythic Underworld Meets Demon Haunted Lands
FIGHT ON!
The name is "Mini-Module," so we are going for minimalism and assuming a referee with familiarity with the Original Edition (LBBs) or similar rules. We are going for the kind of sketch we actually make for ourselves, rather than some poetic full-description plush product. So, some general rules (of thumb?) might be:
No more than three sentences per heading (excepting the key(s), of course), preferably one.
And, as implicit, only one unique monster and one unique magic item or treasure per mini-module. NOTE: word choice is "unique," not "new." The idea being these are one-off freaks, not stuff to gather up in a "Monster Manual."
Give basic stats for each monster.
No more than a noun phrase description, or, at most, sentence for a room, and then only if truly necessary.
Give rest of main treasure and other treasure by level or type only: assume the referee can use the books or a compatible on-line generator -- even at table if necessary.
Preferable one map and one key.
General composition rules (of thumb)
Focus is on retrieval of main focal treasure.
Trick or wonder likely hides / guards / or directs to this treasure, otherwise guarded by thematic BBEG or trapped.
Trick or wonder has at least 3 clues.
Main monster and theme of lair linked thematically to main treasure.
Half rooms/spaces empty.
Of the other half, ⅔ rooms/spaces treasure ½ guarded, rest ½ hidden, ½ trapped.
Traps have 3 to 5 clues.
1/6 remaining rooms have monster(s).
½ thematically related to theme monster, the rest "random."
If presented as print-ready, map and key lay flat side-by-side with one another.
Always provide a way to link with other Mini Modules possibly "above" or "below" this module in a randomly determined "dungeon."
SUGGESTED HEADINGS
Introduction
Background
Note(s) for the Referee
Unique Monster
Unique Magic Item (or Treasure)
Map(s)
Key(s)
*Link to Campaign NPCs
*Rumor Table
*Start (or Entry)
*Time Element
*End (or Exist, or Conclusion)
*Wandering Monster Table
*The asterisked items are optional:
The "Link to Campaign NPCs" would be a suggestion for how to hook the module not just to other modules or the campaign setting, but to major movers in the campaign world with a quick suggestion as to how the clearing of the lair would affect this NPC and, thereby, the PC party. How to do this generically? And in one sentence? Something like this: "An important Lord/Wizard/Patriarch (does not) want(s) the party to X the lair, if they succeed, NPC will Y."
"Rumor Table" is always fun: d6 or at most d10, with T/F marked and at least half F.
"Start/End," again, only if truly necessary.
"Time element" allows for time pressure to enter. Keep to a one sentence description: "Once PCs do/perform/take/ cross/enter X, NPC NAME / MONSTER will Y in N turns."
"Wandering Monster Table," only if both a.) deemed truly necessary and b.) a simple (d6, d10?) table.
Finally, if we go with the idea of keying each mini-module so that it could be compatible with different character level tiers, each mini-module would conclude with two of the following three headings, depending upon the original target level:
Modifications for Normal Characters (Levels 1-3)
Modifications for Heroic Characters (Levels 4-7)
Modifications for Super-heroic Characters (Levels 8+)
REMEMBER: Constraints Aid Creativity
And here is a nice article about how constraints actually aid creativity:
blog.bufferapp.com/7-examples-of-how-creative-constraints-can-lead-to-amazing-work
See also:
Mini Module Project
And, for the general tone or flavor:
Perilous Realms: Where Mythic Underworld Meets Demon Haunted Lands
FIGHT ON!