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2007 Judge Selection
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<blockquote data-quote="Doug Ruff" data-source="post: 3335352" data-attributes="member: 49676"><p>Some more answers for you. This may be the best - and hardest - job interview experience I've ever had!</p><p></p><p><em>How do you personally evaluate flavor text?</em></p><p></p><p>I like flavor text to give me a feel for what the setting of the game is all about; if it’s well written, I can show it to other players and we’ve all got an idea of what will work well in the game, without having to read the whole book in detail. Or it can be used for an instant “what if…” plot hook.</p><p></p><p><em>How do you plan to evaluate writing when applied to game mechanics?</em></p><p></p><p>As others have said, clarity is key. If something is complicated, an example of play is usually a plus.</p><p></p><p><em>When evaluating writing, how will you approach products with a very high percentage of mechanics compared to products with a very small percentage of game mechanics?</em></p><p></p><p>I don’t think I’ll be considering percentages at all. Is the writing clear, relevant, interesting? How will it enrich my gaming experience? Granted, the methods employed are different, but the goals are the same.</p><p></p><p><em>When evaluating writing, how will word count factor in? How will you compare a 20 page PDF to a 400+ hardcover book?</em></p><p></p><p>Each approach has different strengths. It’s easier to maintain a standard of writing across 20 pages; on the other hand a 400+ book should have a greater quantity of good writing in it. I’d be keeping this in mind when trying to compare the two.</p><p></p><p><em>What is your opinion on materials produced for OOP games?</em></p><p></p><p>As a gamer, I approve heartily; these games are still played even if they are out of print. As a judge I think it’s irrelevant to the review process.</p><p></p><p><em>How would you evaluate material for systems in which you have zero experience? What if any of those systems are highly complex? That is, the rulebooks are very dense and there may be many supplements. This can be the case for games with a long history, as in 15+ years.</em></p><p></p><p>That’s a good – and hard – question. It’s relatively easy to see the intrinsic merits (good writing, interesting material) of a supplementary work without knowing the core material it’s based on, but evaluating how well it meshes and expands upon the core is really tough. I think that being able to network effectively with the other judges is a key skill here, as well as being able to research and assimilate new information quickly.</p><p></p><p><em>If you do not like a particular system, how will you evaluate supplements/adventures/whatever submitted for that system?</em></p><p></p><p>For supplements, by focusing on how well it meshes with and/or expands upon the system (at least I’m familiar with the core material this time!) I’ll also admit to the other judges that I dislike the system it’s based on and why. For adventures, see my next answer.</p><p></p><p><em>Do you think there can be a good adventure for a bad system?</em></p><p></p><p>Absolutely. I steal stuff from published adventures and convert them regularly. A good adventure is well written, full of interesting situations and contains meaningful choices. None of these elements are system dependent.</p><p></p><p><em>What barriers are you anticipating in play testing submissions? Are you thinking ahead to come up with contingencies?</em></p><p></p><p>I’m not planning to playtest, for reasons stated earlier in this thread.</p><p></p><p><em>What do you consider your strong point(s) as a judge? Weak point(s)?</em></p><p></p><p>Strong points: I have excellent comprehension skills, am good at stating my case as well as appreciating other people’s positions. Above all, if I realise I’ve made a mistake, I’m willing to admit it. A large part of my job involves reviewing procedures (including legal guidance) so I have a trained eye for detail.</p><p>Weak points: When I read gaming material, I can get distracted by thinking about what I would have done instead of what the writer(s) actually did themselves. I promise to keep this under control if I’m selected.</p><p></p><p><em>What one characteristic as a judge do you bring to the table that differentiates you from the other potential judges?</em></p><p></p><p>I don’t know enough about the other judges to answer this. Although looking at the pictures so far, I think “pattern baldness” my be my own special quality. I’m quite shiny when viewed from above.</p><p></p><p><em>What cultural interests do you have outside of gaming (i.e reading, comics, parenting, scuba diving, anything), that make you a better judge and why?</em></p><p>I have plenty of other cultural interests, such as literature (much of which is sci-fi), theatre, philosophy, as well as just crashing out in front of the TV (currently watching: first season of Ugly Betty.) Not sure that they make me a better judge, beyond giving me a wider experience to draw on when I’m reviewing.</p><p></p><p>Oh, I also go to a karaoke bar with my friends once a month, so I’m used to public scorn and ridicule.</p><p></p><p><em>How important a factor is artwork (cover, illustrations, cartography) in your overall impression of judging products?</em></p><p></p><p>Well, if I’m judging a product for best artwork, it’s pretty key! If we’re talking about a general “best in show” type of award, I’d rate artwork in the same way as flavor text. Is the art well executed, does it enrich the setting, does it inspire me? If so, I’d bump up my evaluation of the product as a whole.</p><p></p><p>Good night,</p><p></p><p>Doug</p></blockquote><p></p>
[QUOTE="Doug Ruff, post: 3335352, member: 49676"] Some more answers for you. This may be the best - and hardest - job interview experience I've ever had! [I]How do you personally evaluate flavor text?[/I] I like flavor text to give me a feel for what the setting of the game is all about; if it’s well written, I can show it to other players and we’ve all got an idea of what will work well in the game, without having to read the whole book in detail. Or it can be used for an instant “what if…” plot hook. [I]How do you plan to evaluate writing when applied to game mechanics?[/I] As others have said, clarity is key. If something is complicated, an example of play is usually a plus. [I]When evaluating writing, how will you approach products with a very high percentage of mechanics compared to products with a very small percentage of game mechanics?[/I] I don’t think I’ll be considering percentages at all. Is the writing clear, relevant, interesting? How will it enrich my gaming experience? Granted, the methods employed are different, but the goals are the same. [I]When evaluating writing, how will word count factor in? How will you compare a 20 page PDF to a 400+ hardcover book?[/I] Each approach has different strengths. It’s easier to maintain a standard of writing across 20 pages; on the other hand a 400+ book should have a greater quantity of good writing in it. I’d be keeping this in mind when trying to compare the two. [I]What is your opinion on materials produced for OOP games?[/I] As a gamer, I approve heartily; these games are still played even if they are out of print. As a judge I think it’s irrelevant to the review process. [I]How would you evaluate material for systems in which you have zero experience? What if any of those systems are highly complex? That is, the rulebooks are very dense and there may be many supplements. This can be the case for games with a long history, as in 15+ years.[/I] That’s a good – and hard – question. It’s relatively easy to see the intrinsic merits (good writing, interesting material) of a supplementary work without knowing the core material it’s based on, but evaluating how well it meshes and expands upon the core is really tough. I think that being able to network effectively with the other judges is a key skill here, as well as being able to research and assimilate new information quickly. [I]If you do not like a particular system, how will you evaluate supplements/adventures/whatever submitted for that system?[/I] For supplements, by focusing on how well it meshes with and/or expands upon the system (at least I’m familiar with the core material this time!) I’ll also admit to the other judges that I dislike the system it’s based on and why. For adventures, see my next answer. [I]Do you think there can be a good adventure for a bad system?[/i] Absolutely. I steal stuff from published adventures and convert them regularly. A good adventure is well written, full of interesting situations and contains meaningful choices. None of these elements are system dependent. [I]What barriers are you anticipating in play testing submissions? Are you thinking ahead to come up with contingencies?[/I] I’m not planning to playtest, for reasons stated earlier in this thread. [I]What do you consider your strong point(s) as a judge? Weak point(s)?[/I] Strong points: I have excellent comprehension skills, am good at stating my case as well as appreciating other people’s positions. Above all, if I realise I’ve made a mistake, I’m willing to admit it. A large part of my job involves reviewing procedures (including legal guidance) so I have a trained eye for detail. Weak points: When I read gaming material, I can get distracted by thinking about what I would have done instead of what the writer(s) actually did themselves. I promise to keep this under control if I’m selected. [I]What one characteristic as a judge do you bring to the table that differentiates you from the other potential judges?[/I] I don’t know enough about the other judges to answer this. Although looking at the pictures so far, I think “pattern baldness” my be my own special quality. I’m quite shiny when viewed from above. [I]What cultural interests do you have outside of gaming (i.e reading, comics, parenting, scuba diving, anything), that make you a better judge and why?[/I] I have plenty of other cultural interests, such as literature (much of which is sci-fi), theatre, philosophy, as well as just crashing out in front of the TV (currently watching: first season of Ugly Betty.) Not sure that they make me a better judge, beyond giving me a wider experience to draw on when I’m reviewing. Oh, I also go to a karaoke bar with my friends once a month, so I’m used to public scorn and ridicule. [I]How important a factor is artwork (cover, illustrations, cartography) in your overall impression of judging products?[/I] Well, if I’m judging a product for best artwork, it’s pretty key! If we’re talking about a general “best in show” type of award, I’d rate artwork in the same way as flavor text. Is the art well executed, does it enrich the setting, does it inspire me? If so, I’d bump up my evaluation of the product as a whole. Good night, Doug [/QUOTE]
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