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Thread: Module Style Guidelines
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2014-06-20, 11:01 PM (ISO 8601)
- Join Date
- Aug 2008
Module Style Guidelines
To put things briefly - there's a pseudo-module that I've had for a while, used to introduce people to various systems. I thought I'd actually get around to typing this thing out and having some sort of notes involved, then decided to make an actual module out of it.
Which brings me to this - is there some sort of style guideline for these? How are they usually organized, formatted, etc.?I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.
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2014-06-21, 01:51 PM (ISO 8601)
- Join Date
- Sep 2005
- Gender
Re: Module Style Guidelines
All the style guidelines for modules that I'm aware of are system and publisher specific. I'm not sure what to suggest for your circumstance.
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2014-06-21, 04:38 PM (ISO 8601)
- Join Date
- Aug 2008
Re: Module Style Guidelines
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.
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2014-06-24, 11:03 AM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
- Gender
Re: Module Style Guidelines
Start going to publisher websites. A lot will have their style guide, and how their preferred method of scouting freelancers.
For example, I've done work for Palladium; several Rifter articles, had a short story solicited (then lost), and written a book. I got started through their preferred method, which is Rifter articles. A few pages long, usually detailing one part of the world; I've done classes, variants on existing material, an article on slavery, and a couple expansions on various races. Doing those well and consistently got me in a position where I could pitch a book idea I had. They knew my name and my work (and my name partially from other ways I engaged with the company; mailing lists and message boards), and so were open to the book idea. (Note: For other reasons, I don't suggest looking at Palladium as a place to start).
Getting known through Palladium has put me with another publisher, 3rd Eye Games. Had a short story solicited and published through them, and was invited to work on a book that, unfortunately, fell through due to others (which annoys me, because my stuff was kinda awesome).
If I had more time? I'd be submitting things to Hackjournal and Knights of the Dinner Table to get an entry with Kenzerco.
Basically? Get to know the publishers you want to work with. Find out how they want stuff presented. This is a very old (in Internet terms) column on rpg.net with some useful advice, though keep in mind the age.The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
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