[Twilight Time] Eight Lessons RPG Writers Don't Want to Learn
Heather Grove
heather at burningvoid.com
Mon Dec 9 09:08:12 EST 2002
December 9, 2002 - Eight Lessons RPG Writers Don't Want to Learn
Volume 3, Issue 17
This is the Twilight Time zine, the free zine of the Burning Void:
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Good morning!
This week's article is one more for those who write or want to write
for the RPG industry. It's a companion piece to an article that went
up on our writers' resources page: "Seven Lessons Writers Don't Want
to Learn." (As usual, the link can be found in the site update after
the article.) Next issue we'll get back to GM and player material.
By the way, you'll also find links below to two (yes, two) more
listings of powers for our Barakah series. That's right, I went a
little wild. I was going to do one little article, and somehow it
turned into three, with a total of almost 150 powers. I did, by the
way, go back and add a few more to that first article. I was never any
good at doing something half-way. I'd say that I'll show more
restraint with whatever I decide to add to that series next, but I
know it isn't true...
We'll see you again around the end of the year. In the meantime, have
a great winter holiday of your choice!
Have a wonderful afternoon,
Heather
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Eight Lessons RPG Writers Don't Want to Learn
There are certain aspects to writing professionally (and writing for
the roleplaying (RPG) market) that people don't like to think about
when they sit around fantasizing about their dream job. Facing those
details and dealing with them, however, is much more likely to get you
a job you enjoy in the long term!
Lesson #1: Writing, Roleplaying, and Designing All Matter
Knowing how to design good RPG material isn't enough. Knowing how to
write well isn't enough. Knowing your way around a company's products
and game world isn't enough. Learn as much of all three of these
things as possible - it will make you and your editors much happier.
It'll also make you much more likely to get more and better-paying
contracts. It'll cut down on the research, harsh redlines and
revisions that accompany your contracts.
Lesson #2: Writing Under Contract Isn't Writing for Yourself
There are certain things you can't do when writing under contract. You
can't decide that you don't want to do what's in your outline, and
write something totally different without telling your editor. If you
feel stuck you can't put the contract aside and wait until you feel
inspired - you have a deadline to meet. You can't send copies of your
work to your friends or put them up on the web. (Heck, sometimes you
can't even tell people the title of the book.) You can't decide that
you're tired of the manuscript and junk it.
Any of these things are likely to cost you your paycheck when you work
for someone else. Worse, the company will probably never hire you
again. You can do these things when you write your own material, but
not when you act as a professional.
Lesson #3: Even the Best Writer Writes Bad Stuff
ALL writers have trouble learning this lesson. Every writer writes bad
stuff. Every writer has their off day or their off manuscript. No one
writes perfect material all the time. Learn to accept this. Learn to
discriminate between your good writing and your bad so that you can
junk the bad stuff entirely or revise it into something good.
Lesson #4: Revision is the Philosopher's Stone of Writing
Revision turns the lead of your rough draft into the gold of a
finished manuscript. No one wants to believe that their first draft
needs help, but it does. Even the most accomplished writers revise,
revise, and revise again. Your final draft probably won't look
anything like your first. Revise your manuscript *before* your editor
ever sees it.
If you have no idea how to revise your work, then buy a copy of
"Self-Editing for Fiction Writers" by Browne and King. (Okay, so it's
for fiction - but it'll still teach you a lot.) Other good resources:
"Keys to Great Writing" by Stephen Wilbers, and the classic "The
Elements of Style" by Strunk and White.
Most importantly, know that revision is necessary and make a conscious
decision to engage in it.
Lesson #5: Craft Takes Time and Practice
Everyone wants to believe that their very first attempts to write are
perfect and publishable. They aren't. (Ten years from now you'll look
back on them and cringe.) While talent can be helpful, most of writing
consists of skill - and skill takes time and effort to learn. It
includes a knowledge and understanding of everything from grammar to
pacing, concision to characterization, passive voice to genre conventions.
The good side of this? You can learn a skill. So even if you think you
have no talent, you may still learn to write well.
Lesson #6: Learn by Doing... Sort Of
To a certain extent you need to learn to write from other people. Read
your favorite authors' work and see how they do what they do. Take
classes and workshops. Get your writing evaluated by teachers,
editors, and peers. Read books and magazines (and web sites) about
writing. Participate in forum discussions about RPG systems and
mechanics. Read reviews to see what sorts of things matter to people.
However, none of these things can teach you how to apply this
information to your own writing. None of them can teach you how to
decide which pieces of advice apply to you and which don't. No forum
discussions can tell you for sure which techniques and mechanics will
and won't work in the course of your game design. You can only learn
these things by writing. So sure, go ahead and take classes and read
books - but don't forget to write, too. Try things out and playtest
them into the ground.
Lesson #7: Someone Hates Your Work
If you publish your writing, someone will hate it. This is true no
matter how talented or brilliant you are. We all like different things
in our RPGs and our writing. I like horror; some people hate it. I
don't like most literary novels; some people love them. The game
mechanic that wows your sister will be met by scorn from your brother,
and vice versa.
So don't take it personally when someone writes a negative review
about your work or says something derisive on a newsgroup. It's going
to happen. It isn't the end of the world or your career as a writer.
Let them have their opinions; don't get defensive (feel upset in
private, not in public). After all, you'd be pretty unhappy if someone
told you that you weren't allowed to dislike romance novels or
mysteries, wouldn't you? So why should you yell at someone for not
liking your work? It just gives you an ulcer and makes you forget
what's really important: doing what you love.
Lesson #8: The Conditions Suck
Take your pick: short deadlines, vicious editors, late (or missing)
checks, low pay rates, writing something in a way you don't agree
with; nasty reviews... I could go on. Eventually you'll encounter one
(or mostly likely most) of these conditions if you work in the
business. Keep in mind that even for "normal" writers, the average
professional writer makes about $4,000 per YEAR. Ugh. Not many people
can live on that.
Of course, you'll encounter many of these same conditions in other
writing industries, and in plenty of other non-writing industries as
well. I think one of the reasons they burn so many people out in this
industry is that people think of writing RPGs as a magical dream job.
They don't *expect* these conditions, so they get worn down by them.
Know what you're getting into before you start, and decide whether or
not you're willing to deal with it. If you aren't, then do something
else. You can always write RPG material for yourself in your spare
time even if you can't stand doing it as a professional.
I'm trying to make sure that if you really are interested in the job,
you'll stick around longer than your first contract. You won't get
scared off by the tight deadlines and nasty redlines. You won't
perform a career-limiting move or ruin your chances of getting a
contract by turning in a completely un-publishable writing sample. You
won't be shocked by the low pay or the months-late checks. In short,
you'll know what to expect - and you'll know whether or not you're
ready for that.
What's Your Opinion?:
Comments on this issue's topic? Suggestions? Tips? Special topic
requests? Drop me a line at (heather at burningvoid.com). If I pass any
of your suggestions on (either through the newsletter or the RPG
resources page), I'll attribute them to you. Be sure to tell me if you
don't want me to use your name and/or comments!
The next issue is coming in just a few weeks - late December or early
January.
+++++++++++++++++++++++++++++++++++++++++++++
SITE UPDATE:
Burning Void Roleplaying Resources:
http://www.burningvoid.com/users/heather/roleplaying/resources.html
http://www.burningvoid.com/users/heather/roleplaying/Essays/barakah4.html
Barakah Powers Part 2: Resistance, Sensitivity, Intuition, Prophecy,
Information
http://www.burningvoid.com/users/heather/roleplaying/Essays/barakah5.html
Barakah Powers Part 3: Shape-Shifting, Beguilement, Deception,
Transportation, Movement
Burning Void Writers' Resources:
http://www.burningvoid.com/users/heather/writing/resources.html
http://www.burningvoid.com/users/heather/writing/ms/essay/unwanted.html
Seven Lessons Writers Don't Want to Learn: all the things you really
should know about writing but don't want to hear.
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+++++++++++++++++++++++++++++++++++++++++++++
ANNOUNCEMENTS:
(Trademarks are property of their respective holders and are used for
identifying purposes only. We reserve the right to edit press releases
for length, and we give no guarantees as to the legitimacy of any
offers mentioned here.)
HOGSHEAD PUBLISHING: GAME OVER
http://www.hogshead.demon.co.uk/
As of 30th November 2002, Hogshead Publishing Ltd is leaving the
adventure-gaming industry.
Please note that the company is not going bankrupt. It is refreshingly
solvent. However we are bored, creatively frustrated, and increasingly
despondent about the future of the specialist games industry. After
our successes in 2002, particularly the mould-breaking and critically
acclaimed games Nobilis and De Profundis, we think we've gone as far
as we can and this seems a suitable high-point on which to call it a day.
Nobilis has moved to Guardians of Order, and will be available from
them with immediate effect. The second printing of the Nobilis
rulebook will arrive in the USA in mid-December and can be ordered
from GoO or its stockists. The English-language licence for Warhammer
Fantasy Roleplay has handed back to Games Workshop. SLA Industries is
back under the control of Nightfall Games. Warpstone magazine will
continue publication under its own imprint.
All the future products Hogshead has announced products are cancelled.
The only exceptions to this are the Nobilis line, which will now
appear from Guardians of Order, and the full-length Warhammer FRP
adventure 'Fear the Worst' by Michael Mearls, which we are making
available as a free PDF download from our website, as a
farewell-and-thank-you present to all our players and fans.
The majority of Hogshead's existing stock has been sold to our
favourite distributors, and the rest has been destroyed. We have
retained a small amount in the UK for mail-order, and will be keeping
that part of our website running for a while, so if there are any
Hogshead items you want but haven't bought yet, this is the moment to
get them.
Our gratitude and our apologies go to all the fans of our games.
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