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| What should you put into a module? This has puzzled me for some
time. I wanted to have a simple plan of the
sort of things I should include, to give me a broad template for
writing my own modules. I can think up characters easily, I can imagine
locations,
towns, broad sweeps such as war or famine. But what are the basic
components for a module?
I worked it out. My ideas are definitely unoriginal. There must be several books on how to compose a novel or write a screenplay, which is basically what a module is. But this is the way I started; DefinitionsI decided that I needed to break a module into its possible parts and to give these parts special terms to identify them. In drama, these would be called The Protagonist, The Antagonist etc. I thought of the typical D&D type module, but this applies to all genres.To begin with, the group of PCs is known as The Company
(Your Company). This comes from my ideas about organizing
D&D and RPG games. More on that later. Other Companies may exist to
compete with Your Company (for example, in a Superhero RPG, Your
Company
may be in an official squad, with other squads being other Companies).
A Company under the Influence of a Power Group must enter the Zone Of Action and obtain the Interest. If 2 or more Power Groups have the same Interest, they must either;
To Write Your ModuleNow we have our definitions, we can proceed with writing. For a module, you must identify;
An example of the process
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By identifying the Interests, you can decide what the problem is. Choose a threat to an Interest, and the Power Group will need the Company to fix the problem. So, the Merchants may be concerned with keeping the Trade Routes open and hire the Company to drive out bandits or goblins or whatever. Or the Church may want to stop an opposing cult developing in its Parish and will get the Company (by religious obligation) to break up the cult. Or the Baron may want a rebel leader caught or killed before the Serfs are stirred up too much and gets the Company to hunt the rebel down (using the Company's charter as an Influence). The big problem I had when running games was keeping players concerned with scenario. Even in professionally written games, the reasons given for players taking part were often flimsy. Players, particularly when bored, tend to wander off. Even the prospect of a cash reward could not encourage players to keep at it. By identifying the things that influence the PCs, or their Company, you can encourage them to engage in the scenario. | ||||||||||||
What things have Influence on the Company?
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Please let me know what you think of the above. If you have tried to write your own modules or scenarios, or have applied similar techniques, tell me what I'm missing. |
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