- For module adventures, see Scenario.
A modular role-playing game is one in which the rules are split into multiple distinct chunks, or modules, that can be used or ignored by different groups or GMs depending on the style of game they want to play. This allows a high level of customisation in the game experience. Modular role-playing games are generally more complicated to set up than other games of similar mechanical complexity, but can be more straightforward to onboard new players because only the most relevant rules will be used.
Modular rules can be varied in order to customise a game to different genres or settings, as in the case of Cortex Prime, or simply to alter mechanical complexity to suit the tastes of the game group. Modular games are often generic, but rarely universal, at least out of the box.
Example modular role-playing games[]
- Cortex Prime[1]
- Bolt[2]
Other uses of the term[]
- Published scenarios, particularly in the early days of role-playing, can be called modules because they are designed to be plugged into a wide variety of campaigns. This term is derived from the same origin as modular rules, since module originally referred to anything that could be plugged into a campaign as the GM wished.[3]
- Map tiles (or dioramas) are considered modular since they can be arranged in a wide variety of patterns to create new setting locations.
References[]
- ↑ Cortex Tabletop Roleplaying Game. Retrieved 2020-07-27.
- ↑ "The BOLT RPG Engine by Ajey Pandey". itch.io. Retrieved 2020-07-27.
- ↑ Melan et al. "Derivation of "Module"". RPG.net forums. Retrieved 2020-07-27.