Now I have not only read adventures but published
an adventure, I am going to talk about what I think I have learnt from it.
Making things for RPG’s is totally unlike any
other form of writing. Because of that it requires a different structure of
work to bring it into being. An average RPG book will contain maps,
descriptions of people, descriptions of monsters, descriptions of specific objects
and descriptions for rules (spells and magic) that specifically alter or
subvert the reality that the rest of the work is trying to establish.
In addition to that, we add the element of time.
Not only the makeup or ingredients of events are described, but the form or
shape of actions proceeding through time is also part of the creation. Some
products narrow the evolving nature of events to a sharp and pre-defined point,
some allow the reactions of its individual parts to expand without restraint,
but all must account for time.
Even to reduce an RPG book to its simplest most
abstract form, a list of things, it would be a list unlike any other. To
include time makes it still stranger, and we consider all this without the
addition of rules to simulate a fictional reality. I’m talking here mainly
about supplements and adventures, not rule books or systems.
Because there are so many different qualities of
thing that go into making an RPG product, its creation requires a different
structure of work. That is, the plan of action and arrangement of work and
effort that goes into making it.
The plan of action for a novel might go like this.
1. Have idea.
2. Research.
3. Write it.
4. Send to publisher.
5. Edit it.
6. Publish.
It is an overwhelmingly linear process in which
only one thing is being done at each moment, and usually by one person at a
time.
What follows is my best guess for what a plan of
work should be like when making RPG products. This is not the plan I have used,
it’s a utopian guess at what might be possible.
1. Idea
A powerful idea should be of a kind wide enough to
encompass and inspire spatial areas, living beings, strange objects and unusual
situations of the necessary type. It must have psychic energy. This is the
undefinable aspect of a work that in its creation inspires and drives the
creators, provides means to harmonize effort and different parts into a
constructive whole and, when complete, infects the end user with the desire to construct
the idea within their own mind and transmit it to others via performance.
We can say that if a product has psychic energy
and almost nothing else it may still
be considered a ‘good’ product. It lives within the mind.
It is at this stage that a great deal of vague yet
powerful information may be produced. This is good. This is what you show to
people and say “its going to be kind of like this”. Imagine it as deeply in your mind as you can.
2. Art
Other than raw text, art is the most powerful
projector of psychic energy. It is the
most immediate partner to the raw idea and its influence on both the creators
and the audience is almost as strong as the nature of the core idea itself
alone. Begin searching for and talking to, artists, right away, stay in contact
with them and pay careful attention to the art they produce.
From this point on, words and art advance together,
in conversation with each other.
3. Informational Architecture/Physical Format
Think deeply about the interrelationship of information
in the product. Maps? NPCs? Monsters? Situations? How and when do they
interact?
This is an act of great subtlety. The informational
architecture of the product must be both useful, expressive of the nature of
the thing, and fluid enough to accept changes during construction. A powerful general
concept is best.
At this stage, also decide on physical format. The estimated, page size and rough page count.
This relates to both the informational architecture of the product, but also
its sale, cost and distribution.
A4 has more information on a two page spread, A5
has less but is more viewable on tablets. How much information will the user
need to access at any one moment?
So now you may have up to four people involved at
the same time. A writer, an artist, a layout specialist and a printer or
publisher. All of these people are
acting in parallel, not in a linear one-after-another fashion.
4. Two Page Spreads.
THIS IS IMPORTANT. Each page and two-page spread
should be a discrete chunk of information.
What does that mean?
It should refer mainly to itself and describe a
single piece of imaginative machinery. Like a map on one side and key on the
other or a portrait on one side and NPC description on the other. Or a complex
social situation on one side and EVERYTHING you need to run it on the other.
Work this out during the conception and thinking
about layout, then write to the layout.
(This means you are paying someone to layout a
book before you have written most of it.)
Some information is good at providing psychic
energy, this is the rocket fuel of the product. Some is good at living mainly
in the memory. Neither of these need be
utterly bound to the layout schema.
But if information must be referenced, then it
should be accessible as one.
Again we are reminded about the difference between
A4 and A5. A double A4 spread, if artfully compressed, can contain a huge
amount of interrelated information. It can also allow space for art and maps to
‘breathe’, allowing them an greater intensity of impression.
It can also allow space for marginalia. Small images or glyphs applied to the borders
or gutters of a page. If these are used then they should have a use. They should never be simple copied
bits of imagery intended to give a book the right ‘feel’. A purely aesthetic
use is still a real use but here the creator must be watchful. Space is a
resource.
A% likewise has many advantages regarding cost,
publication and ease of use. In addition its compression of information may be
useful and help to ensure disciple in the writer.
5. The Turnaround.
At this stage, an idea has been worked out, some
writing has been done, some art has been done, a physical format has been decided,
a method of publishing has been decided, a basic informational architecture has
been chosen.
This is the middle part of the process. Not the
end.
Now you must look at the art. Work out what the artist is good/bad at.
Re-write or re-emphasise the product to take advantage of unexpected good
qualities and minimise the impact of non-optimal qualities.
Allow the good aspects of the art to push the
creation of the product in unexpected directions. Did someone draw a
servo-skull? There can be rules for that. Did they put something strange on a
map? There can be text for that.
How is the informational architecture working?
Does it look effective and expressive or should it be re-arranged?
6. Write the Product
Complete the writing. Write with intensity.
Over-write and then narrow down. Compress as much psychic energy and usefulness
into as little space as possible. Treat each page and spread as a little icon
or piece of jewellery.
7. Edit the Writing.
Get all the comma’s and full stops and spelling
and basic formatting and crap right before you send it to layout.
8. Assemble.
Combine it all. Since you did most of the architectural
work already, and prepared page layouts, this should be simpler and faster than
layout usually is. Instead of loading a complex series of interrelated
aesthetic and informational choices on one person, right at the end, then
waiting while they struggle with them alone, it should be done during the
creation.
And then you are done.
Downsides.
Focusing on things in a linear way puts less
cognitive pressure on each individual piece of work, if you try to balance many
things at once the pressures do not double, they multiply. This leads to the possibility
of each individual piece lacking intensity and imagination because the creator
was also doing the work of a producer at the same time and they got distracted
and stressed out.
In
addition, while a linear design process will take longer it is in some senses,
more robust. A parallel process like the one described above works if you can
get a bunch of people working on something at
the same time. This means that any tiny glitch in the life patterns of any
individual actor can fuck up things for the whole process. It’s like a dance,
everyone must move at once. A linear process can have delays, the work can
simply sit there, waiting for the next person to take it up.
The element of risk of both time and money is also
increased with parallel creation. You cannot stop and save up, you spend money in the middle of the process. I imagine
this would take some nerve.
So there is much to be said for linear design.
Post-publication.
There is probably a list like the one above, just
as long, to be made about what you do once your thing is made. I don’t really
know much about that as yet.
I will remind everyone who has read this far that
this is not a description of what I have
done, but a dream of what could be done.
Reading your blog often feels like I've stumbled over a copy of some arcane tome promising to lead the reader through hidden vistas normally excluded from Human purview. Upon completing the passage, I'm convinced, that I now have the powers to traverse dimensions or birth a shoggoth...
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