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2007 Judge Selection
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<blockquote data-quote="Beckett" data-source="post: 3337246" data-attributes="member: 781"><p>Catching up on some questions here:</p><p></p><p><strong>How do you personally evaluate flavor text?</strong></p><p></p><p>Is it entertaining? Is it accessible (if it's loaded with too much jargon and setting specific terms, it's not going to be readable). Does it give a good picture of the setting? Can the game mechanics be used to replicate what happens in the text?</p><p></p><p><strong>How do you plan to evalute writing when applied to game mechanics?</strong></p><p>How clear is it? Are there errors? How many and how severe? How much work do they require (difference betwen roll a die and add this and something requiring multiple math steps and consulting charts)? Is it unnecessarily complex? Are there examples?</p><p></p><p><strong>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?</strong></p><p>The product should be evaluated based on what it sets out to do. If I'm looking at a setting book, I'm not going to ding it because it doesn't have much in the way of mechanics; I'm going to judge it on how well it covers that setting.</p><p></p><p><strong>When evaluating writing, how will word count factor in? How will you compare a 20 page PDF to a 400+ hardcover book?</strong></p><p></p><p>Again, I'll be evaluating on how well the book does what it's trying to do. If 20 pages is enough to cover the author's topic, then it would seem 20 pages is long enough. If the 400 page book is mostly filler and big fonts, then it's going to lose points for not making good use of space.</p></blockquote><p></p>
[QUOTE="Beckett, post: 3337246, member: 781"] Catching up on some questions here: [B]How do you personally evaluate flavor text?[/B] Is it entertaining? Is it accessible (if it's loaded with too much jargon and setting specific terms, it's not going to be readable). Does it give a good picture of the setting? Can the game mechanics be used to replicate what happens in the text? [B]How do you plan to evalute writing when applied to game mechanics?[/B] How clear is it? Are there errors? How many and how severe? How much work do they require (difference betwen roll a die and add this and something requiring multiple math steps and consulting charts)? Is it unnecessarily complex? Are there examples? [B]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?[/B] The product should be evaluated based on what it sets out to do. If I'm looking at a setting book, I'm not going to ding it because it doesn't have much in the way of mechanics; I'm going to judge it on how well it covers that setting. [B]When evaluating writing, how will word count factor in? How will you compare a 20 page PDF to a 400+ hardcover book?[/B] Again, I'll be evaluating on how well the book does what it's trying to do. If 20 pages is enough to cover the author's topic, then it would seem 20 pages is long enough. If the 400 page book is mostly filler and big fonts, then it's going to lose points for not making good use of space. [/QUOTE]
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