[gurps] Writng Modules/Adventures?

Kurt Feltenberger kfeltenberger at yahoo.com
Sun Jan 4 16:29:52 CST 2009


Abrigon Gusiq wrote:
> Anyone got any advice on writing modules? Genres the same or differences for each genre (fantasy, sci-fi, sci-fantasy, horror, and more).
>   

Know the game system inside and out.

Know the scenario you want to write inside and out and flow chart the 
options the players are given within the module so you're sure there 
aren't any blind alleys unless purposely designed into the scenario.

Give it to people who either aren't gamers or who don't play that system 
and ask them to pick it apart. Put your armor on when you read their 
feedback.

Find someone competent who preferably doesn't know the system well and 
have them edit the manuscript. As they read it, they'll be your last 
line of defense against your "knowledge" of the rules assuming things 
that others know regarding the system. Be patient and answer your 
editor's questions and try to think like a novice when you read the 
material. Someone who is a novice will read it and if they can't grok 
the contents, your effort has been wasted.

I speak from editorial experience as I've edited a major portion of the 
upcoming Rogue Mage RPG due to be released...sometime. ;-)

Kurt

-- 
Kurt Feltenberger
kurt at thepaw.org/kfeltenberger at yahoo.com // http://www.teotwawki.net

“Before today, I was scared to live, after today, I'm scared I'm not living enough."  - Me 



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