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<blockquote data-quote="DaLich" data-source="post: 7959619" data-attributes="member: 7021833"><p>As to Lanefan and Mercurius, thank you for your replies to my words. In total, we'll just agree to disagree. This was the driving force behind my words. </p><p></p><p></p><p></p><p>The back and forth between two (or three) old folks that have been at it for 30+ years is of no value to the OP. I won't derail the thread further so as said, we'll just agree to disagree, especially Lanefan.</p><p></p><p>Back to Ramlatus:</p><p>First off, I apologize for not saying that my way isn't the right way, best way, or only way. No one's is. Each group must figure out what fits their table best - especially you, which is why it is paramount to find the players first. Sure you can have some semblance of the style of game you'd like to run, but give players as much input into the world you are playing as you are. On that note -</p><p></p><p><strong>IT IS</strong> about your players. Anyone that says otherwise is <strong>in my opinion</strong>, doing it wrong. There is a massive difference between writing a fantasy novel and being a game master. There is a massive difference between writing a setting for your own pleasure and as a creative outlet and being a game master. There is a massive difference between writing an adventure/campaign/setting for your table and intending to write it as a published piece. Creatively, if you can't toss your "baby" to the side because a player wants to do their thing first, then you have issues of confidence and selfishness - AT THE TABLE. The same is not said for your worldbuilding, setting, adventure, novel, other creative efforts.</p><p></p><p>While those that disagreed with me have accurate and valid points, the order is muddled. What was offered is exactly what you don't need AT THE MOMENT. You were given additional advice and great ideas. You were given loads of information - again, all valid and accurate. You do want to write the history, create a world map, create backstory, detail the gods, kingdoms, factions, and groups. You do want 10,000 years of history - or maybe you don't. Point is, you do want all of the stuff you mentioned, but that's stuff for the back of the book.</p><p></p><p>Assuming the writing is equal in quality, a 300 page setting book has more to offer than an 80 page one. Write your 300 page book. It's a more fleshed out setting. My initial post was simply to say for now, at this time, ignore the 1st 270 pages of that book. Write the 1st 30 pages only. If you can't get through those 1st 30 pages, in order, you have no business writing the other 270 pages - not at that time.</p><p></p><p>That is how you stay out of the great idea/great advice realm wormhole. That is how you stay out of the back and forth, who is right, who is wrong, tons of information but lack of, "what do I do next?" loop of questions.</p><p></p><p>Start smaller than you think. Shrink your dreams. Put a barrier on your ambition. Plan 6 hours at a time.</p><p></p><p>As a creative individual, one of the most difficult things to do is detach yourself from your "baby". Your grand idea, and the setting that will change the hobby forever. That naughty word stews in your mind for 15 years and remains as just an idea. Unfinished ideas are worth close to nothing in this world. It's the step by step and figure out what's on page 1 that'll get you there.</p></blockquote><p></p>
[QUOTE="DaLich, post: 7959619, member: 7021833"] As to Lanefan and Mercurius, thank you for your replies to my words. In total, we'll just agree to disagree. This was the driving force behind my words. The back and forth between two (or three) old folks that have been at it for 30+ years is of no value to the OP. I won't derail the thread further so as said, we'll just agree to disagree, especially Lanefan. Back to Ramlatus: First off, I apologize for not saying that my way isn't the right way, best way, or only way. No one's is. Each group must figure out what fits their table best - especially you, which is why it is paramount to find the players first. Sure you can have some semblance of the style of game you'd like to run, but give players as much input into the world you are playing as you are. On that note - [B]IT IS[/B] about your players. Anyone that says otherwise is [B]in my opinion[/B], doing it wrong. There is a massive difference between writing a fantasy novel and being a game master. There is a massive difference between writing a setting for your own pleasure and as a creative outlet and being a game master. There is a massive difference between writing an adventure/campaign/setting for your table and intending to write it as a published piece. Creatively, if you can't toss your "baby" to the side because a player wants to do their thing first, then you have issues of confidence and selfishness - AT THE TABLE. The same is not said for your worldbuilding, setting, adventure, novel, other creative efforts. While those that disagreed with me have accurate and valid points, the order is muddled. What was offered is exactly what you don't need AT THE MOMENT. You were given additional advice and great ideas. You were given loads of information - again, all valid and accurate. You do want to write the history, create a world map, create backstory, detail the gods, kingdoms, factions, and groups. You do want 10,000 years of history - or maybe you don't. Point is, you do want all of the stuff you mentioned, but that's stuff for the back of the book. Assuming the writing is equal in quality, a 300 page setting book has more to offer than an 80 page one. Write your 300 page book. It's a more fleshed out setting. My initial post was simply to say for now, at this time, ignore the 1st 270 pages of that book. Write the 1st 30 pages only. If you can't get through those 1st 30 pages, in order, you have no business writing the other 270 pages - not at that time. That is how you stay out of the great idea/great advice realm wormhole. That is how you stay out of the back and forth, who is right, who is wrong, tons of information but lack of, "what do I do next?" loop of questions. Start smaller than you think. Shrink your dreams. Put a barrier on your ambition. Plan 6 hours at a time. As a creative individual, one of the most difficult things to do is detach yourself from your "baby". Your grand idea, and the setting that will change the hobby forever. That naughty word stews in your mind for 15 years and remains as just an idea. Unfinished ideas are worth close to nothing in this world. It's the step by step and figure out what's on page 1 that'll get you there. [/QUOTE]
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