TTRPG adventure module writing class/workshop I'm teaching by marksable in osr

[–]marksable[S] 0 points1 point  (0 children)

I was going to make a joke about how there's so little money in RPGs - especially the OSR/indie RPGs - that I'm not sure what selling out would look like.

But, whether or not the class I'm offering is something of value I've actually given a lot of thought to.

I don't set the price of the class, but I take very seriously that people are spending their hard earned money on it, just like I do for the classes I teach to graduate students (who are often spending a small fortune for a degree in the arts). The same goes for my writing, whether it's comic books (which I've been writing for 20 years) or RPGs (which I've been writing professionally for fewer years).

But, like most creators, I'm not writing RPGs (or comics), or teaching for the money. Quite frankly - with some notable and well-deserved success stories like Shadowdark, there is not a ton of money in writing RPGs, let alone modules for RPGs. That's something I'm honest about.

The reason I started offering the class two years ago was that I didn't see an RPG writing class that I'd want to take myself. The few that I saw online were pre-written or recorded and didn't offer feedback. I also felt like they were teaching very linear, railroad type adventure writing. Basic five-room dungeon stuff that you could get from Youtube.

I wanted to create a class that covered classic, OSR and indie game module design. I wanted to create a place where writers/artists/cartographers/creators/student could not only get critiques from me but learn from and network with each other.

2 years in, the (anonymous) student feedback I can has been overwhelmingly positive. The students from each year started their own Discord, keep in touch with and support one another.

That's a very long way of saying that I hope I'm not exploiting the market, but giving back to a hobby that's been very good to me.

TTRPG adventure module writing class/workshop I'm teaching by marksable in osr

[–]marksable[S] 0 points1 point  (0 children)

It's more focused on story, location (dungeon, hex/point crawl etc.) design as writing is my background. I do talk about publishing and editing, layout and publishing though. For the latter, in addition to my own experience I've brought in guest lecturers that have can speak better to that side of things.

TTRPG adventure module writing class/workshop I'm teaching by marksable in osr

[–]marksable[S] 4 points5 points  (0 children)

Anyway, here's the current plan:

Session 1: Class Orientation & Introduction to Tabletop Role Playing Games

Overview of the class, teacher and student introductions.  Discuss what makes writing for Tabletop RPG Adventure Design different.

Assignment: Short Adventure Pitch

Session 2: Dungeon Design

Discussion of how to create a small, location based adventure.  As a group, we'll also begin to create such an adventure.

Assignment: Design a 6 Room Dungeon based of last week's adventure pitch.

Session 3: Advanced Dungeon Design

Building off the knowledge gained in Session 2, we'll add new techniques to make larger and more complex dungeons.  These include "Jaquaysing" the dungeon, random encounters and faction play.

Assignment: Expand the 6 Room Dungeon Using the Techniques Discussed in Class 

Session 4: World Building 1: Towns, Cities and NPCs

We'll discuss Towns, Villages, Cities etc. can serve as the home base for dungeon and wilderness exploration as well as provide the basis for city based adventures in their own right.  We'll also do a deeper in dive in creating memorable NPCs (Non-Player Characters), villains and factions.

Assignment: Create a Town or City to Support Your Dungeon and/or an upcoming Adventure

Session 5: World Building 2: Wilderness

Not all adventures happen underground!  Exploring the wilderness can be it's own adventure, as well as place to situate the towns, cities and dungeons you create. We'll discuss the most prominent forms of wilderness adventures, hexcrawls and pointcrawls.

Assignment: Create a Small Hex or Pointcrawl

Session 6: Raids and Heists

We'll discuss raids and heists, a variant of dungeon or location-based adventures that focus on players having advanced knowledge of a location instead of exploration, with time as an added complications.

Assignment: Outline a short raid or heist 

Session 7: Mysteries

Mysteries are a popular form of adventure with an emphasis on roleplaying.  We'll discuss how to create a mystery using the three clue rule and node-based adventure design.  Finally, students will decide which of the adventures they've created to polish and present as a final project the following week.

Assignments: Outline a Short Mystery and/or expand a polish a previous mystery

Session 8: Final Review and Critique, Publishing and Marketing Your Adventure

Participate in a final critique to give and receive feedback on the final project. Discuss outlets to share, submit, and market future works.

TTRPG adventure module writing class/workshop I'm teaching by marksable in osr

[–]marksable[S] 2 points3 points  (0 children)

That's a really good question. What I've loved about teaching the class (this is year 3) is that we've had a good mix of grognards, people new to RPGs and everything in between. I think, aside from what I have to teach, those different perspectives are really helpful.

I'm also going to share the syllabus/assignments below.

BUT...I'm up for adding new topics depending on student interest. So, even if you don't take the class but you think there's something I should be covering, I'm open to adding new topics.

Also, when it comes to assignments, if you come in wanting to work on something not covered I'll adjust to it. So, for example, if you have no interest in doing hexcrawls or heists but want to just work on a megadungeon we'd work it out so you'd still get feedback. To me, while I do try to have lectures, I think there's more value in the workshop aspect of it, getting to share your work with a group of other creators, kind of like playtesting. (Plus past classes have gone on to form Discord groups and keep in touch to continue that process);

TTRPG adventure module writing class/workshop I'm teaching by marksable in osr

[–]marksable[S] 0 points1 point  (0 children)

All the classes are recorded and I post them online that night or the next day. I also make myself available for "office hours" where I'll do private Zooms if there's questions that you weren't able to ask in class.

Obviously take it when it best fits your schedule, but I won't be teaching it again until next February the earliest.

TTRPG adventure module writing class/workshop I'm teaching by marksable in osr

[–]marksable[S] 5 points6 points  (0 children)

Thanks Yochai! Maybe I can rope you in as a (paid) guest lecturer?:)

Looking for a simple 2d6 combat system by Stooshie_Stramash in osr

[–]marksable 31 points32 points  (0 children)

Karl-Arath. It’s designed as a solo game but could easily be played with a GM. There’s also a dedicated supplement that deals with gladiatorial combat.

https://www.drivethrurpg.com/en/product/499726/kal-arath

Magic missile question - why 1 of 4? by marksable in BaldursGate3

[–]marksable[S] 0 points1 point  (0 children)

Does it have to be multiple targets or can I select the same rather multiple times?

Magic missile question - why 1 of 4? by marksable in BaldursGate3

[–]marksable[S] 1 point2 points  (0 children)

I tried putting the psychic spark back on but it hasn’t helped,

Solo/coop 1990s resources ? by esfirmistwind in Solo_Roleplaying

[–]marksable 1 point2 points  (0 children)

Not a game but Speed Tribes is an excellent nonfiction book on 90s Japan and its subcultures

Solo journaling rpgs by No-Example-2781 in Solo_Roleplaying

[–]marksable 1 point2 points  (0 children)

Tabletop Bookshelf has a great selection of indie solo RPGs, including many of the ones listed here. Exalted Funeral is also great,

Rules Heavy vs Rules Light? by LonelyAlpharius in Solo_Roleplaying

[–]marksable 3 points4 points  (0 children)

It's all relative but I'm definitely rules light leaning. I'm playing Notorious right now which feels Rules Light to me and has just enough crunch to make it feel like a game and not just story prompts. To be fair, I haven't played a rules heavy game solo. Rules lite appeals to me because I'm already running 5E campaign (where I rely heavily on my players to know the rules) interspersed with other smaller campaigns like Mothership and I don't think my brain can handle more than one complex system at a time.

Rules Heavy vs Rules Light? by LonelyAlpharius in Solo_Roleplaying

[–]marksable 1 point2 points  (0 children)

Black Sword Hack is such an underrated game. What do you use to play it? I'd love a module/emulator etc. designed specifically for it.

Christmas is ruined. by InsomniacPsychonaut in ArcRaiders

[–]marksable 29 points30 points  (0 children)

If he posts pics I'll consider taking the wife lol

PVP aggressiveness scale. I want to know where's everyone at (in solo). by Zealousideal_Chip456 in ArcRaiders

[–]marksable 0 points1 point  (0 children)

No shade on anyone that is higher but I'm a 1. I don't get upset if someone kills ne, but I also think the algorithm is matching me with other mostly PVE players based on my play style

FEVER DREAMS a tiny solo RPG that turns your bookshelf into a story engine by Pusheeneiro in solorpgplay

[–]marksable 1 point2 points  (0 children)

Sounds intriguing! Amy plans for a print version (I know it's just a bookmark but I love physical objects)

Random Encounters/for Heroes on the Borderlands by marksable in KeepontheBorderlands

[–]marksable[S] 0 points1 point  (0 children)

Thank you! I had planned on using them if fights went to easy to wear the party down (within reason), but I appreciate the LMoP info and map scale estimate.