Two quick disclaimers up front:
- We will be recommending some books down the line. We are not affiliated with Games Omnivorous. This is not a sponsored post. We just love what they are putting out there.
- There will be no playtesting! We are churning out a whole module in a day, and we don't have time for naysayers or pesky players complaining about our mirror puzzle (more on that later).
What are we doing?
We aim to create a 3-fold pamphlet module similar to the ones you can see on the Goblin Goulash itch.io page. These are small self-contained adventures, playable in one or two sessions.
- Write the core ideas alone
- Iterate on it in a group
- Go back to finishing the writing alone
- Get a last round of critique
- Go into production mode: layout, art, etc.
The Bottled Sea
The Lunar Octant. A resplendent flotilla of futuristic sextants, octants, and astrolabes. Two bumbling scholars seek to unravel its mysteries. If used, players may draw three hexes and place one on the map. They may also re-roll Weather once in the future. The Lunar Octant can only be used at night, when the stars are out.A battalion of Manta Rays encircle these waters. Travel takes double time and risks an Encounter. The rays will alert the party to the encounter if their behaviour is observed.
We use both of the prompts, turning the second one into an encounter table when the players approach the hex, and expanding the first one into a full-fledged location.
We also check the corresponding hex, because the art usually gives good inspiration and this is the thing the players see before the module starts — if you are using our modules with the established setting.
Planning Ahead
While it is not always helpful to start writing with the layout in mind, because we are working with both limited time AND limited space here, we set up a crude template for the pamphlet content. In the template, we see the available space already while doing the write-up. Hopefully, this keeps us on track.
My advice here is to hit a middle ground. Don't worry about how much content you produce for the first draft (it's always easier to cut and edit than to write). But also don't go too overboard, if you go over 3 pages for a 2-page pamphlet for the draft, you are just writing for the paper bin. With this said you can find the template here.
It is also good to keep in mind what are the main components we need for a module. In our case, we have this checklist:
1. Front Cover
2. Back Cover
3. Travel Encounter
4. The Twist
The Reality
Drafts
The Mirror Puzzle
So since the beginning of this project, we've been joking with my fellow creators that we need a good puzzle — something that is engaging and clever; something that is innovative. Obviously, not something like a mirror puzzle — done a thousand times over; distracting from the fiction; devolves into fiddling with measuring angles on graph paper. In fact, we are so above this that early on we have a note in the draft that Herschel (the NPC) tries to convince the players that the whole adventure is a mirror puzzle; but it is not actually a mirror puzzle.
Well now it's 9pm, we are running out of time, and we do need a puzzle somewhere — the whole location screams of puzzle! Fuck it. We are doing a mirror puzzle. Deadlines are looming; I start laying out a mini-dungeon for the Great Telescope — telescopes have mirrors, right? It is not an amazing dungeon map; it is very linear but I at least make it vaguely telescope-shaped.
Arnold Kemp's words ring in my ear as I decide to interpret "mirror puzzle" in the vaguest way possible and just fill my map with an assortment of man-sized lenses and wall-sized mirrors — none of which makes a workable mirror puzzle. I am a big fan of a style of OSR design where puzzles are either incomplete or just have the vague shape of a puzzle. There is no way to push players towards the "one correct solution" because the scenario has no official solutions. It's a mystery to both the GM and the players. It facilitates engaging with the fiction, bending what is possible, and coming up with creative solutions. It does require some leniency from the GM — a lot of "yes and" and a lot of "yes but". I find these puzzles leaning more into the medium of TTRPGs, rather than brain teasers with a set solution or "board gamey" puzzles that hinge on rules (like skill checks or abilities).
So with this in mind, here is my "shape" gesturing towards a mirror puzzle:
- I set up a small map with nonsensical mirrors and lenses. Even on a cursory look they don't make any sense and don't line up at all.
- To make the "puzzle" unmissable, I triple up on the clues: one of the NPCs mentions a "mirror puzzle" and orients the players towards it; the other NPC sets the players on a quest that rewards them with two large mirrors; finally, I put a translatable instruction in the Observatory Tower that plainly explains what to do.
- I make sure that every encounter table has a mirror on it. And make a point of covering one of the locations (Planetarium) in "reflective disks".
As a sidenote about said slug: note that the text says "It excretes a substance which can paralyze a person for 1d6 hours" instead of "its attack has a chance of paralyzing the players". It is always a good idea to create obstacles that could be turned into boons under different conditions. Sure the slug is a huge obstacle but what if the players can somehow safely store some of that paralyzing slime? It might come in handy later.
Similarly to the Great Telescope, the other half of the puzzle involves a missing Projection Sphere (a MacGuffin). Depending on their allegiances, the players are explicitly visiting the hex to find one. However, the sphere is missing with no clear directions on where to get a genuine one — leaving the players to improvise if they want to use the Observatory Tower. This is another type of weird puzzle, one that has all the well-defined necessary components but some are inexplicably missing. Just like puzzles without a canonical solution, these puzzles force players to think outside the box as well.
Art and Inspiration
Probably the best tool out there for making professional-looking dungeons is Dungeon Scrawl. As you can see in the figure above, even a sketched-out dungeon looks perfectly good, it basically only needs some labels and we are good to go.
For the rest of the art, we go to Unsplash, Pixabay, and Wikimedia Commons. They are a great source for royalty-free pictures including photos, sketches, and vector art. The challenge with working with royalty-free pictures is keeping a consistent style. In this case, I hack the problem by relying heavily on old woodcuts. Because of the style and fidelity of these old illustrations, they generally blend together very well.
The figure above shows how the different illustrations come together to make the vague shape I sketched out the beginning. To round out the "dungeon map" of the Great Telescope, I also swipe an illustration of a slug in a more-or-less matching style from Pixabay — and I add some labels to the map as well. While rummaging around for illustrations, I also find our cover art on Wikimedia — a woodcut of two astronomers observing the sky with an octant from Johannes Hevelius's "Machinae Coelestis: Pars Prior" (1673). Perfect!
Finishing Touches
The only thing left now is to tie everything back together with the established setting. We go back and write the adventure hooks, giving each faction a reason to send the players to the hex. This can be something as simple as a callback to something on an encounter table (e.g. the Shepherds are after the fabled Gargantuan Manta Ray from the d6 Things Hiding Among the Manta Rays table) or something more complex (e.g. the Collectors looking for a Projection Sphere which plays a major role in the core puzzle of the module). After this, we write a short flavour text.
Done! A pamphlet in more-or-less a day. While most of the write-up and the art was a solo project, I had constant conversations with my fellow creators at Goblin Goulash, who gave feedback on the content, helped with figuring out details, and proofread the docs. In the meantime, they were taking the lead on other projects — including the draft of the Mad Honey Jam and the map for The Bazaar of the Gods.
Once the templates on Google Docs helped us definining the basic layout with the main spaces where we needed art, and the general flow of the document. All was left to lay it out and put everything together. Once we have the PDF, we go through our itch.io checklist quick:
- Cover Image (630x500): We grabbed a free 3-fold pamphlet mockup template for this.
- 3 Preview Images (877x620): For this we just double the Cover Image — because it won't show up on the game's page otherwise — and add two low-res previews of the pamphlet spreads.
- Banner Image (960x400): This is optional but the game page looks much better with a graphic title.
- Google Fonts: Save the names! You can set itch to the same fonts to match the pamphlet.
- Content: A quick introduction to the game.
- Attributions: In our Hexomnivorous pamphlets we obviously give attribution to Games Omnivorous but also give shoutouts for the people who created/compiled the free art assets — this is optional, technically all images can be used without attribution but it's good praxis.