Module Writing Tips
Writing dungeon locations is hard. I'm not referring to the creating a dungeon (that presents its own sort of challenge) but rather the actual act of writing it down. You have to include as much relevant detail as possible without fatiguing the reader, all while making the text easy to reference at the table. The following is my model for writing dungeon locations, but should apply to any sort of "dungeon" location (remember, anything can be a dungeon!).
A Keying Framework
There are many approaches to keying a dungeon, from the ultra-dense maximalist prose to an almost poetic minimalist style. The truth is that keying is highly subjective, expressing the writer's own way of thinking, experiences, and preferences. Mine is no different.
The standard approach I've taken is as follows:
#. Location Name Descriptive text that includes one or more bold elements in a single location. Only obvious details are described here. Information about any exits and their obvious properties goes here (only when appropriate).
- Element: Describe what happens when a PC interacts with the element.
- Sub-bullets should be used to reveal hidden or secret details uncovered by the PCs.
- Details: Each subsequent bullet is expanded on here in the order of how they are written in the descriptive text. If the word "Bottles" appears before the word "Chairs" in the text, so should their interactive elements.
- Exits: Information gleaned from investigating an exit (such as smell, sound, and other details). If there is nothing to say about an exit, leave it out of the description!
There are many alternatives to this model, of course. A slight tweak to my approach is to start sentences with bold elements, but then make them flow more naturally with the rest of the text. So rather than:
- Schools of fish: Occasionally dart away…
You could do:
- Schools of fish that occasionally dart away…
Whatever path you choose, be consistent throughout.
Naming Keys
Location names can describe what the room or area was used for in the past, what it is used for now, or what sort of encounter awaits the player characters there. The names "Feeding Area," "Ambush Room," and "Excavated Hollow" might all refer to the same place!
Regardless, when referring to specific areas, use both the key and the location name (e.g. 2. Laboratory), as well as the page number (where appropriate).
Numbering Keys
There is no one way to go about lettering/numbering your keys. Here are a few suggestions, but remember: some models may negate others entirely!
- If a location has only one level, just use plain numbers. Avoid letters as there aren't that many of them!
- If a location has sub-levels you can use letters such as 1A for the first floor, 2A for the second, etc. Alternatively you can use numbers instead, such as 1.5, 2.11, and so on.
- If an area is divided, add a letter such as 1a, 1b, etc.
- If your map has multiple locations to explore, prepend keys with a relevant letter, e.g. the first room in a temple area might be "T1" while a distant cave entrance could be "C1."
Room Descriptions
Put the most important details first. This is typically the room's inhabitants (if any), or anything else the PCs would consider dangerous.
When writing room descriptions, consider:
- What feels immediate, or imminently threatening?
- What do the PCs see when they walk into the room?
- What elements help orient the party to their surroundings?
Avoid:
- Describing how the characters should feel.
- Detailing the history of the place. If there is history here, it will be discovered through play.
- Describing irrelevant information. Don't bore your reader (or their players) by listing exactly how many buckets are hanging on the wall unless it absolutely matters.
Exits
Lean on your map as much as possible; this is what it is for. Is the path to the east blocked? Show that on the map. A locked door? Put it on the map. If the information the reader needs is on the map, you do not need to add that same information in the descriptive text for that location, unless there is additional information you need to express, such as smell, sound, etc.
I try to leave it up to the reader to describe exits and their properties based on character interaction. If the adjoining room has zombies shuffling about, the PCs in the current room should be able to hear them by listening at a door. Avoid writing "anyone listening at the door can hear..." because that information is logical and any good GM should be able to figure out what should happen.
However, if you’re determined to list every exit and its properties for a location, remember you will need to repeat that information in adjoining POIs.
Writing Standards
Write as if the GM was going to be referring to any POI at any point, and that even if they’ve been reading it in a linear fashion, you should assume they are going to forget specific points and will need to be reminded.
Place monster/item stat blocks in one section, then refer to that section everywhere else. Do not split up relevant details for a monster or item in multiple places! This doesn't include the bestiary/index, which can exist as a standalone section. Margins can help with this, but decrease page space (and layout isn't really the focus of this post).
Combine relevant locations, factions, and dramatis personae (NPCs) into their own dedicated sections. I don’t need to read about X factions when I’m reading about Y factions.
It is OK to rely on tertiary information that the reader has already absorbed up to this point, but don't assume they will remember where that information is. If there is critical information spread out through a book, reference the page it is on.
Replace “mechanical” sounding language with flavor and fiction instead. This will help with brain load as there are fewer bolded terms to remember, and leans more on the fiction, which is always a good thing.
Keep your hooks and rumors on different tables. Smaller is actually better, sometimes.
If you declare pronouns, do so for everyone. If you use non-binary forms, prioritize clarity. Singular they/them may be mistaken for plural, so take care to avoid confusion.
If you feel that the room description, bullets, and so on is taking up too much space, that's probably because it is! If something is too large for an area/key description, ask yourself if it needs to be there. Relatedly my general advice is: cut, cut, cut. If what you have is very good, you could drop 40% of it and leave only the very good 60% and the module would be the better for it. Combine the best of one thing with the best of another, then drop the remains. Don't be afraid to kill your darlings!