I am working on a module--I don't know what else to call it--for Castles and Crusades. It is set in the After Winter Dark campaign setting, but it is more specifically an area detailed in Marbeline Coast expansion. To summarize: there is a citadel on a small island controlled by a faction called the White Wizards. An enemy wizard--a part of a dark order called the Paths of Umbra--is trying to infiltrate the citadel from below in order to steal magical knowledge and search for a powerful, forgotten McGuffin. Part two of this adventure will be more of a sandbox set on a nearby, larger island that continues the story. As I am writing the content, I am also creating a bit of a Dungeon Master/Castle Keeper/Game Master primer for a new player that explains certain terms and ideas for someone who may be unfamiliar with them.
I keep telling myself two things: first, this is just a rough draft, and will probably undergo significant revisions when there are other sets of eyes on it, and second, I have never really done this before, so struggle is to be expected. I am finding it hard to do! Having a story in my head and translating it to playable content is freaking difficult. There is so much to do, and I am constantly concerned that I am overwriting it (i.e. putting in too much detail), or that it makes no sense, or that it is organized incorrectly. I think it's the organization that's proven to be the hardest part. For example, do I put NPC/monster stats in text, or do I put them in an appendix at the end? And how much do I try to keep this story generic vs. Aihrde-specific? Pros and cons to both things. The endless details are relentless. Where exactly is the hidden passage, and how will the PCs find it? What if they don't pick up any of the breadcrumb trails...then what? How should the tone be? It's quite a learning experience for me, and very humbling.
So far I've probably written 20+ pages of material, and all of it without maps to help guide me, which is a whole other complication. Calgon, take me away!
