MODULEs: pamphlet layout
0.
I've recently moved to episodic campaigns.
Each episode involves running a MODULE, either a pre-written one-page dungeon or (usually) something I wrote.
I've settled on trifold pamphlets as my standard layout.
1.
The trifold pamphlet layout:
- forces brevity;
- encourages a DIY/print-it-at-home culture;
- fits the control panel1 ideal.
The end result is cheap to print (accessible) and, most importantly, is useful at the table2.
2.
Gontijo shares advice on how to make cool TTRPG pamphlets. Hugh Lashbrooke has kindly made available a very convenient TTRPG Pamphlet Template.
Of course, I messed with it.
3.
MODULE LAYOUT
┌───┬───┬───┐
│ │ │ │ AUX:
│ 3 │ 1 │ 2 │ 1. cover
│ │ │ │ 2-3. side panels (secondary)
└───┴───┴───┘
┌───┬───┬───┐
│ │ │ │ MAIN UI:
│ 4 │ 5 │ 6 │ 4. side panel (main)
│ │ │ │ 5-6. room keys (+ map/diagram)
└───┴───┴───┘
folds: valleys.
The goal is to make the pamphlet maximally useful when running it.
The main UI (panels 4—6) are the where the narrator will spend most of their time, so they contain the static elements of the dungeon (5—6).
The main side panel contains whatever gears are expected to come up most frequently during gameplay. The secondary panels contain the rest of the module's gears, and can be quickly accessed from the main view by folding.
Need a quick NPC name? Fold, check, cross out, fold back, keep running.
The cover is the least useful panel during gameplay, so it belongs in the panel most inaccessible from the main UI.