tag:blogger.com,1999:blog-4522018539311056682.post5821620256193849948..comments2024-03-27T01:28:28.346-07:00Comments on False Machine: The Adventure Stanzapjamesstuarthttp://www.blogger.com/profile/13288777018721199748noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-4522018539311056682.post-9931676182600008662016-04-26T15:14:21.680-07:002016-04-26T15:14:21.680-07:00This is really good. I have been thinking about op...This is really good. I have been thinking about optimal layouts myself. I have committed by now to about 80 pages of layout that is not optimal, but could work under certain conditions.<br /><br />What I see clearly now is there is no reason to put "new monsters" at the back of the book in their own section unless they recur throughout the book. I figured this out for magic items - they are one of a kind in my book, and described where they lie - but not, alas, for monsters. next best thing is to have a separate monster/map/illustration book.Roger G-Shttps://www.blogger.com/profile/08594440701279968693noreply@blogger.comtag:blogger.com,1999:blog-4522018539311056682.post-2022869257689960622016-04-14T20:57:58.698-07:002016-04-14T20:57:58.698-07:00I am totally going to give this formatting a shot,...I am totally going to give this formatting a shot, once I am up to writing whole adventures. In the mean time I am still working on that 'creativity potion' to bring me up to your level. So far, it only seems to cause seizures and an urge to stab those smug, self-righteous, KNOW-IT-ALL TRAFFIC CONES!!! FOUL NEON OPPRESSORS!!!Electron Storieshttps://www.blogger.com/profile/03104540205401779953noreply@blogger.comtag:blogger.com,1999:blog-4522018539311056682.post-77512724721549508052016-04-14T08:47:43.212-07:002016-04-14T08:47:43.212-07:00Thanks for starting this conversation, Patrick. I...Thanks for starting this conversation, Patrick. It's a good discussion to think through. <br /><br />There's a lot of good, worthwhile advice on publishing layout and design, as well as good content writing/creation guidance, but very little discussion of adventure information architecture and how that influences both of the other disciplines. Edward Tufte's work strikes me as very applicable here, particularly his books _Envisioning Information_ and _Visual Explanations_. Are you familiar with his work?<br /><br />What do you consider good examples of well-designed/-presented and highly-usable adventures, where the content is orchestrated in conjunction with an excellent visual design and an effective and usable layout?<br /><br />Some good follow-up discussion is happening over on the K&K Alehouse @ http://knights-n-knaves.com/phpbb3/viewtopic.php?f=2&t=13943 where we're noodling through your thoughts from an old school design aesthetic. <br /><br />Allan.grodoghttps://www.blogger.com/profile/11800184312511280050noreply@blogger.comtag:blogger.com,1999:blog-4522018539311056682.post-79998851677763980932016-04-12T02:40:17.970-07:002016-04-12T02:40:17.970-07:00The rule I used in Red & Pleasant Land and Vor...The rule I used in Red & Pleasant Land and Vornheim was "The dead minimum # of words to describe the situation unless I thought of a turn of phrase I really liked"<br />Zak Sabbathhttps://www.blogger.com/profile/08812410680077034917noreply@blogger.com