View Full Version : Homebrew Modules

December 9th, 2004, 20:20
I was curious if it's possible to make our own modules -- and, since I don't actually know what a module does, what you could do with them :)

My guess was that modules might be a way to store all the maps, graphics, story notes, and NPCs for a scenario without having to dump all the images in the main campaign folder. My guess is that my campaign's images folder will fill up with a bunch of funny named maps before long, so having some way to organize that would be handy.

December 10th, 2004, 08:41
You guess correctly. Basically, a module contains all the stuff a regular campaign can (stuff you listed), but no ruleset/reference material. At the moment, you need to work with some XML to build modules, but you can easily start off of a campaign you've made.

I'm going to cover this better in a tutorial later. Until then, get some stuff ready to put in there :)