On determining the scope of an RPG module
I have an idea of what I want to build — a module/setting where a typical adventuring party encounters themes of self-expression, art, excess, and love. It’s what happens when magic alien Burning Man reawakens thanks to some murder hobos (your players).
Writing those words isn’t enough to make the adventure, though. I will have to write up rules and prompts and maps to let others play in the stories I want to see more of. We have to give it a shape informed by a purpose, and that shape is the scope of our module.
Scope
When I say scope, I’m lifting language from my corporate background.
What goal is it trying to achieve?
Who’s it for?
What features does it need to achieve that goal with that audience?
How much work will all that take?
I have some idea of the scope of this project thanks to the module styles I want to emulate. Silent Titans vibes at Hot Springs Island scale and legibility. Bless Patrick’s weird, weird brain, but I ran the entirety of Silent Titans for my group and I am still not sure I got it. I want to create a powder keg where player action’s going to set things off, weird treasures can be found, and it defies the usual experience of a Tolkien fantasy. I also know what I don’t want to emulate — Winter’s Daughter is excellent but too small, Barrowmaze is too big.
A process to turn ideas into mechanics
Great. Now what? That's where aspiration meets craft. Reader, I have never done this before at scale. A single session adventure here and there, sure. A couple campaigns, even. But how do you turn your adventure prep hypergraphia into something other people can reliably understand?
So I do what any good millennial does when they don't know the steps to do something - look it up on the internet.
I came across this post, and I liked what it had to say — concept first, a couple memorable set pieces, draw a rough map, playtest 1, edit to cut what didn't work and dial up what does, playtest 2, edit for clarity, playtest the final. This gives me an idea of how to turn ideas into usable rules.
Additionally, there's the whole #dungeon23 movement going on which provides a good model for making writing a daily habit. So, why not follow along in my own way? $50 in notebooks and pencils later, and it’s been a huge help already. I’ll dig into that in a future post.