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Cake day: June 22nd, 2023

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  • The modules I like have:

    • A DM map with a bunch of numbers on it, and text sections corresponding to the numbers detailing an encounter in a certain area. I personally skim these ahead of time, to know which parts to read out to the players when/if they get there. These should be traps (with exposition hints), puzzles, and combats.
    • A hook, escalation with two options, and resolution, all encompassing a possible plot. TBH, this should be something that a DM can discard and replace with their own plot, if they have the inspiration and energy to do so. But if they don't, then your prewritten plot is there for their use. This is required reading either way, to know what's important (or what to replace).
    • Some NPCs that have basic goals and motivations, for the DM to RP if the players find them (or need a push.} You don't want more than a paragraph or two for each, because all the extra details should be ad-libbed anyway. Motivation is key tho--why are they there, what do they want, and where their lines lie. Two one-liners from a Background table along with an alignment can usually cover most of that, TBH. Limit the required reading to 3-ish named NPCs per session, or less, with fewer introduced in subsequent areas of the module.