Structuring information flow in a module is pretty cray stuff.
When you're reading tabletop RPG books, what sort of organizational structure \ order are you looking for? Especially those that are highly modular in nature.
Structuring information flow in a module is pretty cray stuff.
When you're reading tabletop RPG books, what sort of organizational structure \ order are you looking for? Especially those that are highly modular in nature.
@lee_quadkorps I'm designing a Mörk Borg mod which uses a deck of cards for the DM to manage encounters, which circumvents this challenge to some degree. The cards can contain a good amount of info on their own, expanding mechanics as needed. Some cards reference pages from the book with a more detailed dungeon.
The flow is more challenging for the core of the booklet that discusses how to use the card deck, but that should be only a page or two if I do it right.
@aaron_codes Aaah, now that is pretty interesting! Yeah you have a data-rich environment. Number/Suite/Face?True|Fale/Red|Black.
So is the deck mandatory for interaction with the book or optional? If the latter how is its effect simulated?
@lee_quadkorps If you wanted to just use the dungeons from the book, that would work fine. Or use the cards in a non-prescribed way. The DM would just have to decide how to string different locations together. Mörk Borg already invites a lot of creativity in application of the rules.
With cards I can do deck operations to manage game state, instead of just using random tables - add/remove cards, shuffle, peek, etc. And rules can be situational, presented only when they're relevant.