Hi folks, and welcome to the 10th writing club update. That’s right, it’s the big “One-Oh” - we’re in the double digits now.

I hope you are all safe and as well as can be, and able to find some time for creativity/writing. The weather here has been a hodgepodge of warm to surprisingly brisk; although seems to be angling towards warmer now. It will be nice to see the pollinators waking up and doing their rounds soon. Life doing its thing and all that.

Onward to our writers! By my count we’ve got:

Here is a link to last month’s post if you’d like to refresh your memory, or just take a little trip down memory late.

  • JacobCoffinWrites@slrpnk.net
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    2 days ago

    Sorry I’m late! I think I’ve made pretty good progress so far on the campaign - I’ve been spending most of my writing time on organizing the document, moving sections around, and getting the layout right. I’ve had some good suggestions on section additions from Andrew Gross, such as creating an Adversaries and Escalations subsection for each major part of the campaign. These consolidates information on the people who will (or might) try to interfere with the players’ investigation. Previously that information was sort of scattered across locations, character profiles, and assorted scenes. Getting it all in one place for each potential adversary and making their motives clear has felt good.

    I’ve also continued running the second playthrough, and have had a great time making it a more cloak-and-dagger campaign for this investigator-heavy group of players. They uncovered the cold case murder mystery at the heart of the conspiracy to stop them much earlier than the first group, and there’s been some tense scenes even though I’ve been striving to avoiding any outright combat because I don’t think it fits this group.

    This has been really helpful in planning and describing other ways the campaign can go, and TBH proving that the open world sandbox design is fairly solid! My goal was to make sure there was enough information, locations, and opportunities that you could spin a decent adventure out of it no matter how the players decided to pursue their investigation, and it feels like we’re pretty close to that! In terms of writing all this info into the guidebook, I’m trying to hit a balance between making the information available and not driving myself insane trying to write a choose-your-own adventure book. I’m recognizing that once they get to the main location, basically all bets are off and I’m making sure that any overarching plot and adversary tactics read as branching suggestions from that point forward.

    I’ve also been working on adding additional Non Player Character profiles though there’s still a handfull left to make.

    • grrgyle@slrpnk.netOPM
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      1 day ago

      I’m trying to hit a balance between making the information available and not driving myself insane trying to write a choose-your-own adventure book.

      That’s a struggle in any creative context. What to fill in with detail, and what to leave open for the player(s) to fill with their (potentially wrong) intuitions… I’m reminded (often, lol) of “The Lens of Imagination” from Jesse Schell’s The Book of [game design] Lenses. Basically it states, what do the the players need to understand to actually play the game, and what should you leave up to them to fill in? Kind of separating areas into hi-def and lo-def. Too much definition can even stifle imagination, rather than inspire it!