Tuesday, August 3, 2021

#RPGaDAY2021 Day 3 Tactic

RPGaDAY2021 Day 3

Interesting one today. The alternate words are just as appealing to me as the main one.

Day 3 Tactic

I am currently in the different stages of a few very interesting and fun projects.  A couple I hope to get you all soon and others I hope their respective publishers get to you.

Presently I am also rereading some texts from my grad-school days and one, in particular, is about course design.  Now while books are course do not serve the same purposes they do have some similar design ideals.  It should be noted in my day of writing course curriculum I run into peers and colleagues who also are professional game designers. At one point I worked with several fellow designers that were also game designers (or had been) for WotC, White Wolf, and Mayfair.  The skills are similar.   But I digress.

The tactics I use to design a course or even design a bit of game work are also similar.

Whenever I have an idea for something. I usually start with what I call a vision document or a notes document. This lays out some ideas and key elements I want for the book/project. Let's take an example for a project I recently opted to put aside for now.  The project on my working projects drive was called "Demon City Tokyo: 2074" and it was going to be an anime-action "Night World" for Night Shift.  The idea came to me last October and grew out of a few other ideas I had "on paper" at the time.  It was going to be expanded on from these core ideas.  So I took that all and placed it in my vision document with some broad ideas; New type of super-collider, Tokyo of the future, some ideas on mixing a lot a Japanese and English for words.  I also linked in a bunch of maps, pages on the internet.  Help pages to refresh my Japanese after not speaking any in nearly 30 years (I can still count though!) and more.

My next phase or tactic in this process is to create the "thick outline."  This is exactly like outlining, save that I am allowed to include paragraphs and other details.  This allows me to start seeing the material in order and allows me to move material around a little easier.  I find doing the vision doc first gives me free-thinking room and then the thick outline focuses these ideas into a form I like.

Up next is detailed writing.  This is where I am on the Basic Bestiary series and where Demon City died.  Not because I did not have the details, but because Dyskami Publishing was coming out with their own Demon City that was WAY too close to mine.  NOW please be aware I am not suggesting anything here other than we both had a common idea.  Theirs is in Kickstarter now and it is likely to be very good.  I felt the world did not need TWO Demon Cities.  Plus as I was working on my detailed thick outline my lack of knowledge of Tokyo was becoming more and more obvious. At one point I even moved the whole thing to my more familiar Chicago, but it didn't have quite the same feel.

Basic Bestiary on the other hand moved forward to the detailed writing stages.   Here my tactic has been to pull any and all material I already had and use it here.  Demon City Tokyo lives on in Basic Bestiary III since a lot of the demons I researched for it are still fantastic demons.  While I write a ton of material here, not all it sees the light of publication or blog posts, and some not in the way they were originally envisioned. 

After that comes playtesting, editing, revisions, layout...but those are all tales for another post I think.


1 comment:

David Pulver said...

Or possibly three Demon Cities, if you include the one I wrote for GOO based on the anime back in the day...