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Guidance on Writing for Gaming Ballistic

I received a communication with a proposal for an adventure yesterday. That was awesome. But it also occurred to me that I haven’t put out guidelines on how I vet said adventures, what I want to see, etc.

The email was in the context of writing for The Fantasy Trip, but I tried to be somewhat generic about them and expand them for Powered by GURPS (as published by me) and Dragon Heresy. As with the Pirate Code, some of these are guidelines rather than rules. But ignore too many, and it’s going to make working through the publication process hard.

Also: I treat my interactions with writers, artists, and other folks as a collaboration. I’m always willing to discuss things and have reasonable conversations…but it’s my call in the end, and I also am bound to respect the guidelines of the companies from which I license rules content as well. (That’s just SJGames for the moment, but who knows what the future holds. That’s not a hint. Really.)

Anyway, here’s some stuff to consider when writing for me.

Basic Writing Stuff

  • Write well. Be concise. Avoid passive voice. Keep the tone active and engaging.
  • Edit. Reread. Submitted final drafts are ideally publishable as-is. This never happens…but it’s always the goal.
  • I expect all authors to have, know, and use the style and formatting guides of the game for which they’re writing.
  • If as-submitted manuscripts are not formatted properly with style tags (NOT in-line formatting), that’s a lot more work for me during production. I will provide PDFs of existing games I’ve published for examples if you want to see how styles are used. I can provide a MS Word template (both a simple one and a complex one) to aid in applying styles to your work. (There are some great tricks for this using Find/Replace and GREP-like auto-format, so if, like me, you grew up with CTRL-B and CTRL-I, there’s hope).
  • RPG material needs to be more similar to a technical reference manual (that also happens to be super entertaining and imaginative) than to a novel. Keep each bit of a manuscript focused. Structure matters: have an outline, use it, keep each bit self-contained.
  • With that in mind: “surprise!” facts are for players, usually during the course of the game…the GM needs to be aware of what’s going on. Do not ever assume that whatever is in your head is also known to a stranger from another state or country unless you explicitly tell them. I favor providing information similar to what’s contained in this post about bad guys for all the plot-driving NPCs and factions, though certainly one can do it in a few lines rather than a few pages.
  • FYI, my books tend to run to about 675 words per page, PLUS two pages (front page for title credits, back page for counters used in the adventure). Printing these adventures (and I always print them) is done in multiples of four pages, and never less than 8. So a typical 16-page adventure runs 675 x 14 content pages = 9,450 words or so. Can be a bit less, more tends to get crowded. Once we agree to a wordcount, I expect you to hit it, though, within reason. I also note that 8, 12, 16, and 20 page material is an ideal place to start collaborating with me.

Rules and Consistency

  • I expect the author to properly vet content and characters for game rules compliance. That means equipment prices are per the game, characters are legal, rules are properly used (and cited if obscure), magic items (for TFT) adhere to the “rule of five,” etc. Do NOT drag in concepts that exist in Fantasy Game A into Fantasy Game B from a mechanics perspective. There are no “spell slots” in TFT, there are no “character classes” in GURPS (though there are templates!). Ensure you’re actually using the right rules.
  • Special Note: Powered by GURPS and GURPS are not the same thing. The Dungeon Fantasy RPG is a self-contained game and should not pull “regular GURPS” material into it without prior discussion with the Line Editor and me. This can be done…but is always done carefully (see Hand of Asgard and Nordlondr Folk for good examples).
  • “Rules light” does not mean “no rules,” and it certainly doesn’t mean “make crap up.” The TFT rulebook may not as well organized as one would like (for example, travel and movement rules are found in no fewer than four places)…but at the core it’s a tightly bound tactical game with RPG elements added on. Respect that.
  • This could go in Content Do’s and Don’ts as well. In TFT especially, and probably adventures in general, avoid what might be called “Deux ex Magical.” Try not to have a game-breaking, rules-breaking, it works this way because I need it to, “I’m just making stuff up” Macguffin as a central plot point. Unless you do it really, really well. Even if you do, try not to do it more than once. If a magical item or ability is not hinted at in the books for that game, you have to be very, very, VERY careful about sticking it in. For example: Adventures are about “humanoid creatures with humanoid problems” in TFT. If you desire a magical maguffin as a core plot element, we need to have an up-front discussion about how necessary it is, because players notice.
  • (Mostly for TFT and Powered by GURPS) “No New Rules.” If you feel that there are no existing rules to cover the situation you wish to present, make double-dog sure that there truly aren’t any such rules, and even so, we have to vet any such new rules with the license holders Line Editors. UP FRONT. Expect any rules changes or rewrites to be rejected, reworked, or toned down. Phil Reed has repeated “No New Rules” over and over on the SJGames Forums, TFT Discord, and TFT Facebook groups. That being said, there are occasionally new things that appear in Hexagram, and tucked into adventures…but they are vetted ahead of time.
Content Do and Don’t
  • I have a general rule of “Do NOT give the GM homework.” If the customer is buying your adventure, they expect you to provide the key information and stats either right there in the book, or as a page reference to the proper rulebook. If there’s loot, state what it is specifically wherever possible (an important NPC has a known quantity of coins in their purse; Generic Orc #4 it’s probably OK to say 3d×10 copper pieces). If there’s a trap, give mechanical support to spot it, disarm it, or even take it with you afterwards. Anticipate common player actions, and provide suggested mechanical support for them (“Roll 3/IQ to see the creature; 2/IQ if you are a Naturalist” is a good TFT-centric example). Provide stats and prices for loot. That sort of thing. I repeat: do not make the GM do “homework” in game, unless you warn them (“The following suggested encounters require some advance preparation…”)
  • For GM’d adventures: player agency (the ability to make meaningful decisions that impact the outcome of a scenario) is absolutely key. If your story is “the NPC show” then go write a novel instead. That doesn’t mean your NPCs can’t have plans, actions, motivations, or even be the giant heavy hand moving through the world. But keep the game in adventure game, and ensure the players dominate your thoughts. (See “Solo/Programmed Adventure, below, if you feel that you have a cool story that MUST be constrained to work.)
  • Don’t underestimate the willingness of a party to just say “screw this noise” and walk off the plot, leaving Doctor Depravity to conquer the world, if the “guide” NPC does nothing but cause problems, snark off to the players, or treat them like crap. Engage the players. Beware forcing. I have seen many players simply walk away from a game rather than have their actions continually dictated to them or nullified by plot fiat. NPCs with plot protection (usually by not giving them stats) are an indication of lazy writing for me.
  • Know your source material. If writing for Nordlond, either be familiar with the setting or ask me questions. If writing in Cidri, know the assumptions around that world. If you don’t know, ask. If you are writing for a particular setting and there are published books out there that resemble what you’re doing (you want to do a Nordlond town and setting, for example), look at those for examples of organization, content, and level of detail.
  • Keep in mind that a common use for a published adventure is to drop it into an existing campaign. If the only way to play a scenario is with a specific party composition, in a particular game world of your creation, after playing through seven prior prequel adventures and becoming intimately familiar with a 356 page setting guide…you can see how the appeal would be limited.
  • My works are published with a PG or PG-13 outlook; that doesn’t mean no sophistication nor does it mean no hinting or dealing with mature themes. But keep the focus on adventure fantasy. If you’re spending five pages exploring all the various ins and outs of brothel life…it may be a great book, but it’s probably not for Gaming Ballistic at this time.
  • Playtest your fights, or at least have an idea how strong the opposition is. Keep things varied: do not have “the same fight fifteen times” if you can avoid it. Combat in TFT is particularly deadly and healing is rare. Be careful throwing characters into a meat grinder in general, and watch out for unavoidable TPKs. Of course, if your party pulls a Leroy Jenkins and charges in where angels fear to tread? That’s on them.
  • Solo/programmed adventures are a thing. This is the ideal format for more constrained scenarios. These are very challenging to write and follow a branching-path format. Right now they’re mostly a TFT thing…but I think that should change. I can provide examples. But if you have a set story you really want to tell, you probably need to use this format, and use it well.

Some of these are definitely “personal philosophy.” Some of them are less so. I’m always willing to converse about things, but one should know where the biases lie, and what influences them.

Hope that helps!

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One Comment

  1. As a neophyte in the area of writing for publication, this post was helpful. I especially appreciated the bullet about word and page counts. Thank you!

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