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Running Your Module

Creating a module is only half the battle—running it effectively requires different skills. This chapter covers session management during modules, handling the unexpected, and smoothly transitioning between modules.

Session Management During Modules

Pre-Session Rituals

15 Minutes Before Start:

  • Review session outline and key NPCs
  • Check previous session notes
  • Prepare initiative trackers
  • Queue music/ambiance
  • Set out maps/handouts

Session Opening Routine:

  1. Recap previous session (or ask a player to)
  2. Address any between-session actions
  3. Set the scene with strong imagery
  4. Ask a leading question to engage players
  5. Begin with action or decision

Pacing Within Sessions

The Heartbeat Method:

  • Action (combat, chase, intense negotiation)
  • Breathing Room (exploration, planning, roleplay)
  • Action (different type than before)
  • Reflection (process events, make plans)
  • Cliffhanger (set up next session)

Time Management Tools:

  • Set phone timer for scene transitions
  • Use “camera cuts” to skip dead time
  • “Montage” repetitive activities
  • Call for breaks at natural stopping points
  • End on time with cliffhanger

Reading the Room:

  • Energy dropping? Add immediate threat
  • Too much combat? Introduce social challenge
  • Players confused? NPC provides clarity
  • Rushing through? Add complication
  • Overthinking? Force time pressure

Mid-Module Adjustments

After Each Session, Evaluate:

  • Are players engaged with the main plot?
  • Which NPCs resonate most?
  • What unexpected directions emerged?
  • Is pacing too fast/slow?
  • Do stakes still feel meaningful?

Common Adjustments:

Module Too Short:

  • Add subplot from player backstory
  • Complicate existing challenge
  • Introduce rival party
  • Expand travel/exploration
  • Deepen NPC relationships

Module Too Long:

  • Cut planned encounters
  • Combine multiple NPCs
  • Accelerate timeline
  • Skip to dramatic moments
  • Resolve subplots quickly

Players Off-Track:

  • Move important content to where they’re going
  • Have NPCs seek them out
  • Create consequences that redirect
  • Embrace new direction if interesting
  • Use cliffhangers to refocus

Managing Module Resources

Information Flow:

  • Track what players know vs. assume
  • Note which clues they’ve found
  • Mark which NPCs they’ve met
  • Record their current theories
  • Plan next information reveals

NPC Management:

  • Keep voice/mannerism notes handy
  • Track relationship changes
  • Note promises made/broken
  • Update NPC goals based on events
  • Plan NPC actions between sessions

Continuity Tracking:

  • Maintain timeline of events
  • Note resource expenditure
  • Track faction reputation
  • Record environment changes
  • Update maps as explored

Handling Derailments

Types of Derailments

The Murder Hobo: Observable Signs:

  • “I attack the questgiver”
  • Violence as first solution to every problem
  • Killing NPCs mid-conversation
  • No interest in NPC names or motivations
  • “Are there any witnesses?”

Solution: Information has backups, consequences follow

The Speedrun: Observable Signs:

  • “We fly directly to the boss”
  • Skipping all investigation/preparation
  • Meta-gaming with player knowledge
  • “Can we just roll to solve this?”
  • Avoiding all optional content

Solution: Complications arise from shortcuts

The Turtle: Observable Signs:

  • 2-hour planning for 10-minute task
  • Analysis paralysis over simple decisions
  • “But what if…” spirals
  • Drawing elaborate plans nobody follows
  • Sessions ending with no progress

Solution: World moves without them

The Revolt: Observable Signs:

  • “Why would we help them?”
  • Active opposition to every plot hook
  • Trying to join the villain
  • “This is stupid” comments
  • Complete disengagement from premise

Solution: Find what they want instead

Derailment Recovery Tools

The Quantum Ogre: Important content appears wherever players go, reskinned to fit

The Consequence Cascade: Their choices create new problems requiring attention

The Rival Party: Other adventurers pursue missed opportunities

The Timeline Pressure: Events happen with or without PC involvement

The Mirror Match: Their approach creates opposite reaction

When to Abandon Module

Clear Signals with Observable Signs:

Consistent Player Disengagement:

  • Phones out more than dice
  • “Are we almost done?” every session
  • Cancellations increasing
  • No between-session discussion
  • Forgetting major plot points

Fundamental Premise Rejection:

  • “I don’t care about saving the town”
  • Actively working against module goals
  • Creating their own unrelated objectives
  • “Can we do something else instead?”
  • Zero investment in NPCs or stakes

Real-World Circumstances Changed:

  • Lost half the players
  • Session length cut dramatically
  • Tone mismatch with group mood
  • External stress affecting game
  • Schedule no longer works

Better Opportunity Emerged:

  • Players obsessed with throwaway detail
  • Side quest generating more excitement
  • Character backstory taking center stage
  • “Can we explore that instead?”
  • Natural story evolution demands it

Module No Longer Serves Campaign:

  • Original purpose obsolete
  • Stakes resolved differently
  • Characters outgrew challenges
  • Tone shifted dramatically
  • Better conclusion available

Graceful Exits:

  • Resolve current scene/session
  • Summarize remaining events
  • Extract useful elements
  • Transition to player interests
  • Mine module for future content

Module Transitions

Ending Strong

Final Session Elements:

  • Climactic confrontation/resolution
  • Immediate consequences shown
  • Loose ends addressed (or noted)
  • Rewards distributed
  • Future hooks planted

The Debrief:

  • What worked well?
  • Favorite moments?
  • Unresolved interests?
  • Character development?
  • Campaign direction preferences?

Between Modules

Downtime Activities:

  • Let players pursue personal goals
  • Advance background events
  • Heal wounds/restore resources
  • Develop relationships
  • Foreshadow next module

Campaign Housekeeping:

  • Update character sheets
  • Resolve advancement
  • Distribute rewards
  • Note reputation changes
  • Plan next arc

Connecting Modules

Direct Connection:

  • Cliffhanger leads immediately to next module
  • Same antagonist in new situation
  • Consequences require immediate action

Indirect Connection:

  • Time passes between modules
  • New threat emerges from victory
  • Different location but connected theme

Anthology Connection:

  • Modules share world but not direct plot
  • Recurring NPCs provide continuity
  • Themes echo across adventures

Common Running Challenges

Challenge: Split Party

Observable Signs:

  • Half the table sitting silent while others play
  • Players pulling out phones during other group’s scenes
  • “Are we done yet?” body language
  • Scenes taking 20+ minutes per group
  • Players forgetting what the other group is doing

Solutions:

  • Run concurrent short scenes (5-10 minutes max)
  • Create external reuniting force
  • Use cliffhangers to build tension
  • Have NPCs coordinate reunion
  • Let split create interesting complications

Challenge: Rules Arguments

Observable Signs:

  • Same rule discussion lasting >5 minutes
  • Multiple players looking up rules on phones
  • Heated voices or defensive postures
  • Other players disengaging from the argument
  • “But that’s not realistic!” or “The book says…”

Solutions:

  • Make quick ruling, research later
  • Let player make case (30 seconds)
  • Roll for edge cases
  • Note for between-session resolution
  • Keep game moving forward

Challenge: Absent Players

Observable Signs:

  • Last-minute “can’t make it” texts
  • Regular pattern of specific player missing
  • Other players asking “Where’s [Name]?”
  • Story momentum stalling without key character
  • Combat balance thrown off

Solutions:

  • NPC their character minimally
  • Character has other mission
  • Mysterious disappearance (if dramatic)
  • Other player runs them in combat
  • Adjust difficulty accordingly

Challenge: Energy Mismatch

Observable Signs:

  • One player super excited while others look tired
  • Joking/sidebar conversations during serious scenes
  • Players wanting different scene types (“More combat!” vs “More roleplay!”)
  • Physical restlessness (getting up frequently, fidgeting)
  • Mismatched expectations (“I thought this was a silly game”)

Solutions:

  • Call break to reset
  • Switch activity type
  • Engage different players
  • Acknowledge and address directly
  • Consider early session end

Module Success Metrics

Immediate Indicators

  • Players discussing events after session
  • Asking when next session is
  • Making plans between sessions
  • Referencing module events later
  • Character growth evident

Long-term Indicators

  • Module NPCs become recurring characters
  • Events referenced sessions later
  • Changed player behavior patterns
  • New campaign directions emerged
  • Stories told months later

Learning from Each Module

Post-Module Questions:

  • What prep was most/least useful?
  • Which improvisations worked?
  • What would you change?
  • What will you reuse?
  • How did it serve the campaign?

Running Your First Module

Special considerations for your first 2-session module after Session Zero:

Session 1 Focus

  • Reestablish tone and expectations
  • Give everyone spotlight time
  • Include varied activity types
  • End with clear decision point
  • Note player preferences

Session 2 Focus

  • Follow through on decision
  • Escalate to climax quickly
  • Resolve initial storyline
  • Plant multiple future hooks
  • Debrief player interests

Information Gathering

  • Which NPCs did they remember?
  • What activities energized them?
  • Which rules gave them trouble?
  • What surprised you?
  • Where do they want to go?

Module Running Checklist

Pre-Session:

  • Review notes and NPCs
  • Prepare physical materials
  • Check player availability
  • Set personal session goals

During Session:

  • Strong opening
  • Varied activity types
  • Track information flow
  • Note player interests
  • End with cliffhanger

Post-Session:

  • Update notes immediately
  • Plan next session opening
  • Address rules questions
  • Communicate with players

Module Completion:

  • Gather player feedback
  • Extract reusable elements
  • Note lessons learned
  • Plan next module

Conclusion

Running modules is a skill that improves with practice. Each module teaches you more about your players, your style, and your campaign. The key is maintaining flexibility while keeping the game moving forward.

Remember: A module is a framework, not a script. The best moments often come from unexpected player choices and your creative responses. Trust the structure you’ve built, but be ready to follow the fun wherever it leads.