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Creating DM-Friendly Documentation
By Jason Robinson and Arawen Silverstar

Solid documentation for your module is probably the single best gift you can give to a potential DM. Without good documentation, a DM will have great difficulty understanding such things as your intended character motivations, permutations of the plot, events leading up to the adventure, how clever you really are, etc. Over time, the DMFI guild has distilled a few particular elements that define DM-friendly documentation. This information can be provided in whatever manner you desire, but you should note that the first few entries are commonly used by DMs to gauge whether or not they want to run the module at all, so it is probably best to keep those entries at the beginning of your documentation.


Basic Information

DMs will need some basic information about your module so they can match it to their players, campaign, and available time. Always include the following information in your guide:

  • Module level range
  • Suggested number of PCs (single party only?)
  • Average play time
  • Campaign setting
Introduction

The module's introduction is a short description of the events, tone, and design of the module. Prospective DMs will use your introduction to decide whether the module is right for them. You should describe the degree to which the module is scripted or open, whether your focus is on character interaction or plain-old action, and how involved a DM needs to be to make the module work.

Adventure Background

The "Adventure Background" describes preceding events pertaining to the module's plot, setting, and characters. DMs need this information to make decisions on-the-fly that are consistent with the module as a whole.

Adventure Synopsis

In the "Adventure Synopsis," one tries to provide a full description of the primary events, settings, and characters in the module. The synopsis is usually presented chronologically.

OPTIONAL: Character Hooks

A "character hook" describes how the party enters the module. Did they see an ad, hear a rumor, or get conscripted? Modules can  have more than one hook. Hooks are useful for DMs who need to connect modules made by different authors into a campaign.

Death

Describe how player death is handled in your module. Even if you have no custom scripting for death, say so -- a prospective DM needs to know to intervene appropriately.

Area Descriptions

Each area of the module should be described in this section. You should highlight notable landmarks, encounters, triggers, and NPCs.

NPC Descriptions

All major NPCs should be described. It is important to include appearance, personality quirks, and any useful knowledge the NPC might possess. Other useful details might include the NPC's race, class, visible equipment, known/memorized spells, and relationships with other NPCs.

Quest Summaries

Each quest in the module should be described. Each summary should include where the quest starts, which NPC gives the quest, how the quest can be completed (or failed), and suggested rewards for completing the quest.

Using the Chooser

A DM will need to know where to find various game objects using the "Chooser" palette. This can be done either as objects are mentioned, where it is pertinent to the plot, as a full list, or any combination thereof.

Suggested Server Settings

Your module might depend on specific server settings in order to run properly. Mention any of the following if necessary:

  • Max Players
  • PvP Setting (None/Party/Full)
  • Level Range
  • Item Level Restrictions (Enabled/Disabled/DM’s choice)
  • Enforce Legal Characters (Enabled/Disabled/DM’s choice)
  • Only One Party (Enabled/Disabled/DM’s choice)

Maps

Having printed maps can help a DM immensely. Maps can be created by taking screenshots of areas in the toolset or shots of their overhead maps in the DM client.


References:
Witch's Wake DM Documentation
Dungeon Magazine's Submission Guidelines

Resources:
DMFI DM's Module Guide Template









Published on: 2004-06-11 (3012 reads)

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