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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.

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

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

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

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

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

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

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

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?

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

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

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

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

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

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
  • Players discussing events after session
  • Asking when next session is
  • Making plans between sessions
  • Referencing module events later
  • Character growth evident
  • Module NPCs become recurring characters
  • Events referenced sessions later
  • Changed player behavior patterns
  • New campaign directions emerged
  • Stories told months later

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?

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

  • Reestablish tone and expectations
  • Give everyone spotlight time
  • Include varied activity types
  • End with clear decision point
  • Note player preferences
  • Follow through on decision
  • Escalate to climax quickly
  • Resolve initial storyline
  • Plant multiple future hooks
  • Debrief player interests
  • Which NPCs did they remember?
  • What activities energized them?
  • Which rules gave them trouble?
  • What surprised you?
  • Where do they want to go?

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

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.