Saturday, December 27, 2025

The Tenth GM Inspiration: Techniques used in Modern Indie Modules

The Tenth GM Inspiration: Techniques used in Modern Indie Modules

Last blog talked about how I use round outlining (as I call it) to work out scenarios and even whole campaign ideas. This time around I wanted to talk specifically how that technique is in regular, constant use in the indie RPG scene right now, and its a very effective way at creating and running ready to go scenarios. The most effective examples of this technique are found in Mothership modules, specifically the trifold brochures which are an extension of the one-page module designs that started becoming popular a decade or two back (from the One Page Module contests, AAW games adventure-a-day and more). The Mothership modules (and there are also Mork Borg, Cairn and other modules of similar nature) are generally built around packing an entire session (or more) on two pages, which can then be folded as a trifold module. This forces the author of the module to maximize their use of space. 

One way to do this effectively merges the module description boxes, the map and the adventure path all into a single mixed graphic....the Haunting of Ypsilon-14 is the first such module for Mothership, and an excellent example of how to execute this (I do a deep dive on it here). Each area of the haunted space station has a quick series of bullet points on the salient elements of the area to be explored, and line/arrow links showing you where in the space station you can then go to from that location. Some extra page two text covers NPCs, the monsters and encounter timers and events. I managed to get three or four sessions out of this module, it's that good.

These modules my design work best for GMs (Wardens in Mothership) who are accustomed to improvisation, because the space limits mean you will inevitably have descriptions or events that cannot be covered; the design is meant to force emergent gameplay, and a GM running a module in this design would be best aided with a notebook on hand to take notes as you expand upon the module as you go, to keep your plot and detail additions consistent.

Doing this for a homebrew is actually a great exercise in thinking about what the core conceits of the scenario should be. You also don't need to limit yourself to a one or two page format, though that can be fun as an exercise in creativity and design. That said, look to systems like Shadowdark, Cairn, Mork Borg and Old School Essentials for examples of how this concept is expanded upon into multi-page modules that are still, at their core, using the "what matters most in this area" conceit of tight design with outline-focused dungeon design. 

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