Difference between revisions of "DMs Only: Module Template"

From Woldipedia
Jump to: navigation, search
(retooling this page)
Line 1: Line 1:
Test
+
'''Title of Module: '''
  
Title of Module: 
+
Game:  
Game
+
Projected Dates:  [List projected dates that module is to start and end.]
+
Author(s): 
+
Starting Party Level:
+
  
Summary of Module:  
+
Projected Dates: [List projected dates that module is to start and end.]
  
 +
Author(s):
 +
 +
Starting Party Level:
 +
 +
Summary of Module:
  
 
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] [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.]
+
'''Scene 1: [Title of 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 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.]
 +
 
 +
'''Scene 2: [Title of Scene] '''
 +
 
 +
[List Number of weeks for each scene] [List xp.]
 +
 
 +
[Description of a scene.]
 +
 
 +
'''Scene 3: [Title of Scene] '''
 +
 
 +
[List Number of weeks for each scene] [List xp.]
 +
 
 +
[Description of a scene. Keep in mind that this is the middle of your module]
  
[Definition 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.]
+
'''Scene 4: [Title of Scene] '''
  
[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.]
+
[List Number of weeks for each scene] [List xp.]
  
Scene 2: 
+
[Description of a scene.]
  
Scene 3:
+
'''Scene 5: [Title of Scene] '''
  
Scene 4: 
+
[List Number of weeks for each scene] [List xp.]
  
Scene 5:  [Look to see if your module has a beginning middle and end. A strong ending here is important to give satisfaction and a feeling of accomplishment to the players.]
+
[Description of a scene. A strong ending here is important to give satisfaction and a feeling of accomplishment to the players.]
  
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: 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.
  
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.
+
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.
  
 
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.
 
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.
  
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: 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.
  
General 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?
+
'''General notes:'''
  
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 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.

Revision as of 14:38, 17 January 2011

Title of Module:

Game:

Projected Dates: [List projected dates that module is to start and end.]

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 which should be 3-5 weeks which is 15-25 posts] [List xp for any monsters and scene.]

[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.]

Scene 2: [Title of Scene]

[List Number of weeks for each scene] [List xp.]

[Description of a scene.]

Scene 3: [Title of Scene]

[List Number of weeks for each scene] [List xp.]

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

Scene 4: [Title of Scene]

[List Number of weeks for each scene] [List xp.]

[Description of a scene.]

Scene 5: [Title of Scene]

[List Number of weeks for each scene] [List xp.]

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

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.

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.

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.

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.

General 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.