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Thursday, January 22, 2015

Module publication workshop... a reflection

Yesterday i went to the first in a series of module publication workshops here in Oslo. I'll admit, i have never written a con-module in my life. I'm not sure i ever really wanted to. After this workshop i know i want to.

The workshop were organized by the organizers of JenteCon (literally: GirlCon) with the support of Arcon (the largest gaming convention in Norway) and Hyperion (a organization promoting "fantastic" leisure interests among youth). (Links to Arcon and Hyperion are in Norwegian)

The discussions were fruitful and interesting as we developed the outline of a framework for writing con-modules based on the combined experience of the participants. Their experience ranged from practically none to those veterans who have run con-modules for years.

Key components of module-writing

Some of the most important components for module-writing that i came away with are the following:
  1. Manage expectations. Tell the players and the gamemaster upfront what kind of kind module this is. Dispel any illusions, kill any doubts and attempt to bring everyone to the same page.
  2. Make it readable. I have no experience with this, but I'm told that 20 minutes of prep time might be all a gamemaster at a con gets. You can't waste their time with page flipping and obscure rulebook references. So layout is King. 
  3. Give the GM and the players what they need to get in the game. Characters need hooks and plots needs synopsis. 
  4. Be aware of timing. Con-slots are short. Help the GM manage time.
  5. Sell you module. Make it sound cool. Write a teaser to draw the crowd, an elevator pitch to get people interested. Interested player's come to the table with a different attitude. They come to the table to have fun, not to kill time before the next slot.

Getting together

There is something great about RPGers getting together like this to make something. The hobby seems very insular and a aside from cons there are few natural places to meet. (Besides, you know, the Internet)

I am sure that there is a danger when you're working on a framework for module-production that you build into it a bias towards specific ways of gaming. With an insular, at least from my perspective, hobby like RPG's there are so many ways of doing things and so little consensus on how things should be done.

However to me the somewhat anarchic do-it-yourself attitude is not a bug, it's a feature. It is also incredibly social because it forces people to talk about how they do it and exchange views about this hobby that i love.

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