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Roleplaying Tips Weekly E-Zine Issue #202
Preparing To Run A Commercial Module
Contents:
This Week's Tips Summarized
Preparing To Run A Commercial Module
- Get Ready
- Skim The Module
- Query What You're Reading--Anticipate What You'll Need
- Read The Module
- Review The Module
- Recite It
- Write About It
Readers' Tips Summarized
- Renaissance Festival Link
From: Kiri
- Gaming With Children Tips
From: Hayley Hummerston
- Retiring High Level Characters
From: Spike
- Organizing Media Files For RPGs
From: M@
Return to Contents
A Brief Word From Johnn
Goodbye 2003
That's it for 2003. I'm away for a couple of weeks, so next
issue will be January 11, 2004.
I'm one of those nuts who likes making goals and a new year
seems like a great opportunity to "start fresh". I wrote a
tips article about this ages ago.
Even if you don't enjoy making goals, take a few moments
before 2004 begins and imagine what your gaming life will be
like over the next 12 months. Feel like you won't have
enough time to do all the gaming you'd like? Well, now might
be a great time to think up some solutions--you never know
till you try.
Jared's article this week tackles optimizing planning time--
so maybe this is a great place to start your GM plans for
2004.
Have a great holiday season!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Contents
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Contents
Preparing To Run A Commercial Module
By Jared Hunt
Commercial modules can be great tools for a busy GM by
supplying a ready-made story line, challenges, and NPCs. The
best way to get the most out of your module investment is
thorough preparation. The following process is a combination
of a few different study techniques applicable to
roleplaying I've used over the years. Once you've used them
a few times you'll find that they will allow you to get very
familiar with your material in a minimal amount of time.
- Get Ready
Before you start reading the module, take a minute to
mentally prepare yourself. Eliminate distractions and grab
your favourite chair. Take your mind off work, school, and
other unimportant ;) things. Open your mind to the story
that you're about to read and get curious about the
material.
One of the most common complaints shared by GMs is a lack of
time. Taking a brief minute to reach the right mindset can
make a huge difference in the amount of information that you
can retain-and retaining information translates into less
time for preparation and more time for roleplaying!
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- Skim The Module
Do a quick scan through the whole module. Your goal in this
step of the process is to get an idea of what the story is
about and how it develops, so don't try to read every word
at this point.
Skimming Tips:
- Take particular note of titles and sub-titles, pictures,
side-bars, and other highlighted features.
- Keep an eye out for lengthy encounters as well--those are
often important.
- Use your hand to guide your eyes as you scan. Some people
prefer to "slalom" back and forth across the page while
others prefer to just let their hand and eye slide down over
the lines.
- Question what you're reading to keep your curiosity level
up.
- Who's the person in that picture?
- What does this heading mean?
- Why did they name the temple that?
- What purpose does this encounter serve the story?
- What are the motives of that NPC?
Skimming material before reading it in detail prepares your
mind to absorb information. It raises your level of
curiosity and interest and it starts providing direction for
further preparation. It also helps to have the beginning and
ending of something in mind when trying to memorize the
middle parts.
Return to Contents
- Query What You're Reading--Anticipate What You'll Need
- What are the names of the main NPCs in this
story/encounter?
- Who does this NPC report to?
- Where are they taking the princess after this encounter?
- How did they get from the market to the church?
- Why didn't they just kill this guy?
- What could the PCs do to stop them from finding this?
Read the summary of the plot provided in the module. Go back
through the module and compare your overall impression to
the summary. Are there any discrepancies between your
impression and what was written? Make a note of those
discrepancies.
Query tips:
- Try to generate at least one question for each encounter.
- Use Who, What, Why, Where, When, and How to help generate
questions and make sure you understand everything.
- Keep your players and their characters in mind when
generating questions. Where will Ken get to indulge his hack
n' slash tendencies? When will Pete's wizard get to use his
divinations? What about some political intrigue to satisfy
Craig's deep-immersion roleplaying needs?
Narrowing your areas of curiosity and interest into specific
questions is a great way to focus your attention. Rather
than leaving yourself with vague impressions, you can figure
out exactly what parts of the module you grasp easily and
what parts you need to put some extra time into.
Most modules take several sessions to get through and it may
even be several days or even weeks between the time you
first read the module and the time you run it. Writing down
the questions you come up with generates a useful review
tool that you can use to get up to speed very quickly when
it's session time.
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- Read The Module
No matter how many clever techniques you use, there is no
substitute for an in-depth reading of the material. Go
through the module thoroughly, reading everything except the
stat blocks, and paying particular attention to finding the
answers to the questions you raised in your query.
Specific considerations:
- Plot hooks
- Story twists
- Major NPCs
- Locations
Return to Contents
- Review The Module
How much did you get out of your reading? A great way to
test yourself is to use your own questions. Going back and
picking out important bits of information after a complete
reading will help cement those details into your brain.
The review stage is also a good time for details. Read over
the stat blocks, rules, and other specific game-related
details.
Pay particular attention to:
- NPCs and creatures/traps/items/vehicles you haven't used
in your game before. Even if you have, take a close look at
how it's presented in the module text. The author may have
changed or added something and you'll need to decide whether
to stay with your version or use the one in the module.
- Unfamiliar rules and situations presented. If there's a
car chase in the module, make sure you refresh your memory
on vehicle rules. If a plot point hinges on the results of a
grapple, review the grappling rules now so you'll be less
likely to have to refer to them during the session.
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- Recite It
Put the module aside and pick up the list of questions
generated in your query. See if you can answer all of them
without having to pick up the module. If so, you can be
confident you have a good grip on the overall story. If not,
go back over the area you had trouble remembering and re-
read it.
In addition to answering the questions you generated in your
query, you should aim to be able to recite:
- Basic plot points
- Names of important NPCs
- Names of key locales
Though you'll have the module with you when you run it,
being able to run things without constant reference to the
text will make the session flow much more smoothly. Reciting
the material in advance is a good test of how thoroughly you
understand things. If you can't remember how the plot
advances now, chances are you won't remember at the table
either.
Return to Contents
- Write About It
Once you have the story line, major characters, locations,
and game rules firmly in mind, set aside some time to take
notes on key aspects of the module.
- Try to highlight areas where you can allow each of the
players and their characters to shine.
- Identify areas that you expect the pace to slow down and
jot down some ideas about how to speed things up.
- Is there an area of the module that calls for increased
tension? Make a note to remind yourself to dim the lights or
turn on suspenseful music.
- Social interactions are one of the GM's biggest challenges.
Most game systems have a set of rules by which the players
can simply roll some dice to determine whether they bluffed
their way past the guards or convinced the mayor they're
friendly. While there's nothing wrong with that, preparing a
bit of banter for each social situation can add a lot to the
session. After all, even if combat is usually decided by the
dice, it's the descriptions that make it exciting and social
situations shouldn't be any different.
Other things to consider:
- Statistics. Many modules group stat blocks in appendices
at the back of the module. Flipping back and forth from
appendix to encounter text is tedious and a sure tension
killer. Consider photocopying the pages of stat blocks for
easier handling at the table.
- Maps. If the module makes use of location-based encounters
you'll need to consider how to deal with mapping at the
table. Most groups already have a convention in place to
deal with mapping issues but a published module may have
different requirements. For example, if your group uses a 1
inch = 5 feet convention for mapping and the module has very
large maps you may want to plan out what sections to draw
and what to just describe. Alternately, you might decide to
change the scale of your drawing to accommodate.
* * *
Thanks for the great tips Jared! I especially liked the
question list technique. I can see that being a great,
multi-use tool for analysis, module tweaking, and review.
Does anyone have module tips of their own to share?
Personally, I use them often, in whole or in part, and I'm
always keen to learn new ways to analyze, prepare, and run
them.
Send your tips to johnn@roleplayingtips.com.
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Return to Contents
Readers' Tips Of The Week:
- Renaissance Festival Link
From: Kiri
http://members.tripod.com/MRFfriends/
For pictures of people-as-characters or just for the links
page, it could be useful for ideas.
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- Gaming With Children Tips
From: Hayley Hummerston
re: http://www.roleplayingtips.com/issue188.asp
I found Cris Brown's article the best one I have read on the
subject of gaming with children. I thought I would make two
comments from my own experience with children:
- Avoid making the fantasy world too complex or using too
many medieval terms. Children don't understand how the real
world works - they are going to have trouble with the
subtleties of government, commerce, and trades in a fantasy
world.
- Keep the game moving as children are not very good at
waiting for their moment in the spotlight. I found a tip in
an earlier newsletter, of starting each session with combat,
worked very well to get my children involved from the
beginning. Action doesn't have to mean combat - but it
certainly keeps most children involved! Even my youngest
son, at 4, understood that rolling a dice well meant he cut
a goblin in half!
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- Retiring High Level Characters
From: Spike
One of the biggest problems I have as DM is retiring my
players' characters. After working on them for some time
they don't want to give them up. The problem is your players
are getting bored because your world is quickly running out
of evil dragons, orcish armies, undead wizards and other big
time threats. You can't use the same world again for the
same reason. All your (and your players') hard work down the
tubes? Not so. The answer...kill the characters.
Bear with me on this one! Set up one last, big time threat
that is composed of all of the above: goblins, undead
wizards, dragons, and anything else that could form an army.
But this time, good does not prevail. The characters die
heroically in the process. Now your world is legitimately re-
evilized, your players' characters go down in history (make
sure to have tales, stories, or songs about them) and now,
with the players at first level and the same if not more
powerful evil still in existence, there's absolutely no
chance whatsoever that your players are going to be bored
for a LONG time.
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- Organizing Media Files For RPGs
From: M@
My own methods are:
- When prepping my adventure notes I hyperlink the text to
the related files (just like a web-page). For many word
processors (i.e. MSWord) this is as easy as right-clicking
on the desired text and selecting "Hyperlink".
- I put all my MP3 game music files into labeled subfolders
that are organized in order of intensity: "1-Peaceful", "2-
Moody", "10-Combat"
- I've obtained a huge amount of mood music and sound
effects from my computer games. Often, the component sound
files are stored in a big game file that just needs to be
'unpacked'.
- I use a chart rolling utility that allows me to make or
add charts (this can save a lot of time if you roll on
charts often).
- For pictures, I print them out (sometimes on various
interesting paper types) beforehand to give to the players.
This gives them something solid to refer to later (or peruse
when they are idle).
- I prefer spreadsheets for making characters. These are
often available on-line (pre-made) and can look pretty good
when printed. They are especially good for speeding up
character-generation calculations, or emailing.
- Game related files can be stored on-line. I especially
recommend Yahoo-groups for organizing your files, members,
messages, etc.
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