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#1 |
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Join Date: Feb 2009
Location: Central Texas, north of Austin
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Some people were offering some writing tips and advice in the thread for Hexagram #4.
Those comments were redirected by the administrators to keep the thread on its topic, but I wanted to thank those who posted about the writing topic. There were some valuable contributions. The user Terquem wanted more confidence to contribute something to a Hexagram and received support from others. I just wanted to add to that that it looks like Terquem has already been contributing a lengthy story appreciated by many to this thread. I think that in itself is a great confidence builder. Good job. |
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#2 |
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Join Date: Aug 2018
Location: Aerlith
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Also, anyone looking to submit should read the Writing for Steve Jackson Games articles, if they haven't already. They are useful to re-read as well, when one has questions about their content or style.
Especially relevant and recommended is Writing for The Fantasy Trip. Very handy stuff.
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Shadekeep - TFT Tools & Adventures |
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#3 |
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Join Date: Apr 2018
Location: Idaho Falls
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Thank you for the compliment. Thank you for pointing me to the writing guidelines. I need to print those out and really study them.
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#4 |
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Join Date: Apr 2018
Location: Idaho Falls
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After a little homework, it would appear there is not a demand for "just fiction" and efforts might be better applied toward "game useable" written works.
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#5 | |
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Join Date: Aug 2018
Location: Aerlith
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Quote:
Start with the fiction and flesh that out into an adventure setting. Just be aware that the players, unlike the characters in the story, are unlikely to follow the path you plan. So the adventure design needs to be more flexible and open-ended. Give the GM space to express themself as well. For example, NPCs should have thumbnail descriptions that give the GM a baseline, but they don't need full-page biographies like characters in a novel might. Above all, let your fiction establish the setting and the people, so it makes them compelling!
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Shadekeep - TFT Tools & Adventures |
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#6 | |
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Join Date: Feb 2009
Location: Central Texas, north of Austin
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Quote:
Sure let the players take the product in their own direction, but you can still mix in plenty of actual story as an example and inspiration. Some of the existing products already have played out combat examples. Who's to say there can't be an actual story to introduce or conclude something like that as well. |
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#7 |
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Join Date: Aug 2004
Location: Pacheco, California
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I admit that Curse of the Necropus is 90% railroaded story with 10% adventure.
The story itself is mostly about showing how the wartime emergency feudalism has degenerated in the two centuries since the war. Sandra is a pale shadow of the warrior her great^6 grandfather was and has settled into the role of storyteller. It will be a few decades before she realizes that her most important talent is Writing.
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-HJC |
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