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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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[1st Draft] Understanding RPGs, Essay 2
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<blockquote data-quote="MThibault" data-source="post: 478095" data-attributes="member: 7971"><p>"Forwards, good reader, to a world unlike any other most of you have ever seen before."</p><p></p><p>I would use "gentle reader" as an homage to EGG. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Otherwise, it looks like this book is sort of caught between two worlds: 1) An advice book for gamers, and 2) a general interest book on RPGs. If you set up both expectations then you'll probably fall short in both -- and the readers who miss the point that it is supposed to be both will think that you've fallen seriously short on the aspect they came looking for.</p><p></p><p>I would split it into two projects. It will, ironically, give you more room to roam and more opportunity to narrow the focus. As an advice book, it could get more statistical and technical than a general interest book could even approach. You could talk about fundamental principles of running an RPG, or the underlying mathematics of a complex RPG, without losing the casual reader. As a general interest book you could wander off and talk about other games, systems and hobbies that influenced RPGs through the years -- minis games, LARPs, card games, etc. -- and do so in relative depth without worrying about getting back to the practical advice for RPG players at the end of the section.</p><p></p><p>Just my 2 cents.</p><p></p><p>Cheers.</p></blockquote><p></p>
[QUOTE="MThibault, post: 478095, member: 7971"] "Forwards, good reader, to a world unlike any other most of you have ever seen before." I would use "gentle reader" as an homage to EGG. ;) Otherwise, it looks like this book is sort of caught between two worlds: 1) An advice book for gamers, and 2) a general interest book on RPGs. If you set up both expectations then you'll probably fall short in both -- and the readers who miss the point that it is supposed to be both will think that you've fallen seriously short on the aspect they came looking for. I would split it into two projects. It will, ironically, give you more room to roam and more opportunity to narrow the focus. As an advice book, it could get more statistical and technical than a general interest book could even approach. You could talk about fundamental principles of running an RPG, or the underlying mathematics of a complex RPG, without losing the casual reader. As a general interest book you could wander off and talk about other games, systems and hobbies that influenced RPGs through the years -- minis games, LARPs, card games, etc. -- and do so in relative depth without worrying about getting back to the practical advice for RPG players at the end of the section. Just my 2 cents. Cheers. [/QUOTE]
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[1st Draft] Understanding RPGs, Essay 2
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