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Building Modules

The document outlines a 10 module course to help someone transition from being a player to being a game master (GM) for a roleplaying game campaign. Module 1 discusses the mindset of a GM. Modules 2-5 cover preparing a campaign by learning the setting, planning the overall campaign and individual sessions. Modules 6-7 focus on running sessions and reviewing afterwards. Later modules provide advanced GM techniques, learning rules systems, and online gaming tools. The overall goal is to give GMs the knowledge and confidence to successfully run their own roleplaying game campaigns.

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0% found this document useful (0 votes)
85 views2 pages

Building Modules

The document outlines a 10 module course to help someone transition from being a player to being a game master (GM) for a roleplaying game campaign. Module 1 discusses the mindset of a GM. Modules 2-5 cover preparing a campaign by learning the setting, planning the overall campaign and individual sessions. Modules 6-7 focus on running sessions and reviewing afterwards. Later modules provide advanced GM techniques, learning rules systems, and online gaming tools. The overall goal is to give GMs the knowledge and confidence to successfully run their own roleplaying game campaigns.

Uploaded by

Anonymous pH7GJM
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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During the 2 hour consultation, we'll discuss how you learn, what you hope to gain, your pre-existing

play-style and preferences, and how long you want to spend on a module, to provide you peace of mind
for you purchase

Module 1
How to move from Player to GM
- Books, Tools, Psychology/Approach/Mindset

Module 2
Session 0
- Learn Players (style, preferences - roll vs role, lethality, taboo subject matter,
etc)
- Introduce self, style, house-rules
- Plan characters, general starting point, backgrounds, etc.
- Set schedule

Module 3
Learn the Setting
- Geography, History, Political
- NPC's, Factions, Religion(s)
- Landmarks, Interest, Potential Side-quests

Module 4
Plan the Campaign
- Big picture (the Saga)
- Major Plot points
- Plan progression/milestones
- Timers on world events?
- Setting details (NPCs, bosses, etc)

Module 5
Plan the Session (Recurring)
- Review/Develop Main plot & side-quests
- Review/Develop NPC's, encounters, villains
- Review PC's; abilities, skills, etc. (find places in adventure out of combat where
every character can participate)
- Set up maps, tokens, etc as necessary.
- Review rules, setting, etc.
- Be prepared for going off the path!

Module 6
Run the Session
- Recap last
- Intro
- Open plot points
- Character intros
- Play!
- Non-Combat
- Combat
- Down Time?

Module 7
Post-Session
- Review general game; check notes for rules to check, setting info to
provide/develop, etc.
- Consider consequences of outcomes (butterfly effect)
- Work consequences into greater plot progressions and setting
- Return to Session Preparation

Module 8
Advanced Mastery
- Tools, tricks, shortcuts
- List of NPC names, random tables
- Recommended Resources
- Improv, Voices, etc.
- Immersion Tips (5 senses for new scenes, etc)
- Managing larger player groups (combat tracking, shared spotlight, etc.)
- Recommended products

Module 9
Learn the System(s)
- Rules, Progression, Combat
- Screens/Reference/Note-cards

Module 10
Online Gaming
- Roll20, other virtual tabletops
- Discord, boards, other Play by Post
- Recommended programs, apps, tools, websites, etc.

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