Using Templates When Writing Modules
I sometimes get stuck making adventures or modules for a game, and I’ve noticed that using and making templates really helps me writing the words that I want and makes filling the page a lot easier. I want to give a few examples of templates I use and have used, in different formats and sizes.
To start, a template, for me, is repeating a set of prompts that will shape a text. You could, for example, have an NPC template. I have one, mine is:
Name (pronouns) – Profession – Trait - Trait
Traits could also be relationships in this format, dreams or needs of the person. This makes it really easy to make some NPCs for me. I write a name based on their faction (Punk/Waster/Bandit/Corpo), give them a profession based on their location, and make up two traits that give a bit of tension with their faction or location or other NPCs. In this case I left out secrets, because in the module I give a table of secrets per location, and that would overlap.
Here are two examples of NPCs made by this template:
Green (they/them) - Landscaper - Want to create art in unison with Gaia - takes care of the fields too
Leroie (she/her) - Trader - Will give a SUPPLY if you promote Sinkstone elsewhere - Has some friction with the treasure hunters - Lots of armlets
This is an example of a small template, but we could make it into a bigger template for a location. For Currents of Community, I used the following template for every harbor:
Name
Map
Description and History
What brings to to [location]?
Rumours in [location]
Villagers in [location]
Wants and Needs in [location]
Six Secrets at [location]
Other Notes
This template made me write locations really fast, and all of the entries of the template work towards a gameable module.
The location has a descriptive name, like Littlewave or Saltwatch. Saltwatch has a lot of sea salt, which is a prominent resource to get. That’s something to keep in mind.
The map I will draw at the end, but putting it up front makes it easier to search for locations as a reader.
Description and History gives an overview of why things are this way. On Stone’s Nest, it describes how Ratlings came to the isle, and how Punks later on befriended them and how they share their community now. It describes some resources and some NPCs too.
What brings you to [location]? Just gives a few options of why the players are in this town. Maybe for something that interests them, or maybe someone sent them. I offer 6 options, not more, not less.
Villagers in [location] uses the same NPC template as I explained above, and shows 4 villagers that could be important on your stay on the island.
Wants and Needs in [location] gives the players 6 options to fight for or to help out with. Most likely there will be rewards at the end if the players decide to help out.
Six secrets at [location] gives the players 6 hidden things to explore at a harbour. It’s always nice to find something hidden, and it can bring tension in the adventure.
Other Notes is for stat blocks (also a template) and items that can be found.
Just by going through all these step-by-step made me write several locations in no time. I just sat down, gave the location a name and wrote a description for it, and the rest basically wrote itself. I try to syphon the options I propose out of the history and resources of the harbour, and that works well. If I write there is a door that cannot be opened by edict of the Elders, there must be a secret behind it, and maybe a danger too.
I really love using templates, and it helps me write a lot in less time than usual. If you have reached this far in the blog, what kind of templates do you use, and how do you feel about it?

