Creation of Narrative in Tabletop Role-Playing Games - Jennifer Grouling Cover [82]
Gaming Modules
In addition to inspiring novels and stories, campaigns often inspire adventure modules. However, the relationship between modules and novels is quite different. In my interview with Monte Cook, he explained that he often tested ideas for his rule book or module by playing them with his gaming group. Likewise, the original Temple module comes from Gygax’s personal gaming group (C. Broadhurst, personal communication, July 1, 2009). In the module itself, Gygax seems to digress and talk about his personal campaign a bit in his notes for the DM. When he talks about the world of Greyhawk setting, he explains, “This epic adventure formed the basis for a mini-campaign within the larger Greyhawk campaign. It wasn’t exactly a side show, as it turned out, but the adventuring began that way” (Gygax & Mentzer, 1985, p. 28). Although I was not able to interview anyone from the original Greyhawk campaign, this line seems to indicate that the players within that campaign may have steered things toward a certain direction so that Templebecame even more important than Gygax had originally envisioned. They aren’t given authorship credit for the publication of the module, but the players no doubt guided Gygax’s creation of the Temple story.
The RPGA provides a particularly interesting example of how players affect the writing of modules and the creation of storyworlds. Under 3rd edition D&D rules the RPGA games took place in the Greyhawk universe, but since 4th edition, they now happen in Forgotten Realms. Players from a small home campaign, like Sorpraedor, often influence the DM as he or she creates the story and world but the RPGA boasts members from around the globe, and players may not consistently meet with the same group or have the same DM. Yet, in order to maintain consistency in this world, the members that write modules must be aware of what has happened before in that game universe, and DMs must stick more closely to the written module than they would in a home campaign. Creighton Broadhurst, who was in charge of the core modules for the Living Greyhawk world, explains that if a DM ventures too far off the pre-written adventure, players might get confused in subsequent RPGA adventures (personal communication, July 1, 2009). In addition, players report the results of the module to the RPGA and based on the most consistent result, RPGA leaders determine the official conclusion to an adventure. In this way the actions players take in their gaming session affect the way the game in the larger community progresses. Broadhurst explains, “This official result affects the region in which the adventure is set and in the case of the Forgotten Realms may influence future products” (personal communication, July 1, 2009). Writers for RPGA modules often come from within the RPGA community rather than being outside game designers. Players, DMs, and game writers all work together to provide a coherent story within this larger group.
Unlike the modules that Cook and Gygax wrote based on their own long-standing games, RPGA writers must continually produce modules that will be used by the group. Adventures are released on a weekly basis (www.wizards.com). These modules may not come from campaigns that are already complete but will help shape the larger campaign world of the organization; a world that multiple authors, DMs, players, and module writers continually contribute to. The RPGA writer must also be aware of the feedback from players and the