I remember the days when I didn't care about being perfect and I could write a rather large module in about two weeks. It was sort of liberating, since every module now seems like a massive undertaking. In those days, I just wanted to get the module done quickly so my friends could play it.
Back in 2009 when I did the four-day challenge, I didn't have time to be perfect. The goal there was to finish it on time. In the end, I ended up with a simple module, but one I felt worthy of my name.
Perfection goes out the window when you are on a deadline. In that case, being "good enough" is...well, good enough. You work with what you have and you make it happen.
Perhaps we should run a challenge where we give everyone involved a week to craft a module and then they release it. I think it would be a liberating exercise that might change how you approach module building (the four-day challenge certainly removed some of my need to be perfect all the time).
You can do it if you take these simple guidelines to heart:
- Don't make it epic in scope. Not everything needs to have 20 hours of play time.
- Resist the temptation to miss the deadline to tweak it, expand it or make it better in any way.
- Dedicate time to that week to actually get it done. Treat it as though it is very, very important.
- Reuse old assets that you have handy, like artwork, combat icons and frames. Don't make new ones.
- Focus on the main story. Only add side-quests if you have the time.
So, any takers? A one week challenge could be really fun and could add some new modules for people to play. I'll be the first to step forward and accept.