PDA

View Full Version : Creating a module



Dashwood
2010-06-01, 07:16 PM
For an annual game convention I attend, the host (Who's tired of running more games than he plays) has asked more people to step up and run modules. I have no problem dungeonmastering a game, but creating it is the hardest part.

I can create the ideas for a good story and have what I'd like to do laid out, but I have terrible trouble timing things. Whenever I make outlines for a plot, it feels like it's missing holes. Not enough intermittent hooks to keep teh game running, and an overall feeling that it will be terrible short. The module slots are typically 3.5-4 hours.

Does anyone have suggestions on STRUCTURE in a game module. A good number of set twists and occurrences to keep a game running for that am mount of time. It's a look trickier than an open ended campaign, because that doesn't need to be completely started and resolved within one session. Any ideas or input is appreciated.

Thanks!