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Bruce Nesmith Interview: 1 month, 1 32 page module
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<blockquote data-quote="Ranes" data-source="post: 7673027" data-attributes="member: 4826"><p>Two thousand words a day is very high output for a module writer or it would be if it had to be sustained constantly. Two thousand words a day for ten days every month isn't easy but at least it lets the writer get his breath back.</p><p></p><p>I was a journalist. Two thousand words a day was considered about as much as anyone could turn out and have it be decent (of course, it would still be attended by a sub-editor but it had to be of a high enough standard not to bog down that individual). In reality, two thousand words would be peak output. One thousand a day would be more typical.</p><p></p><p>And I've worked in the games industry, developing tabletop RPG adventures and computer games. Considering the amount of work that has to go into a traditional RPG adventure design beyond the writing (new monster, trap and other rule mechanics, map layouts and so forth), two thousand words a day would be fairly punishing, if you had to do it day in, day out.</p><p></p><p>These figures aren't new to me. I've encountered companies that expect such a work rate constantly and I've heard of many others from colleagues and from articles in the industry press. The figures annoy me, because I think they're driven by misguided people. Sadly, however, the figures do not shock me.</p><p></p><p>People can do two thousand good words a day, if they're feeling fresh and inspired. As James Jacobs says, five thousand is phenomenal but not impossible. But expecting a writer <span style="font-family: 'Arial'">— </span>and adventure designer <span style="font-family: 'Arial'">—</span> to sustain that rate means, in my view, accepting a lower overall standard or burning out your writer.</p><p></p><p>I do like the story about being handed cover art and a title as a brief though. A creative should love that challenge.</p></blockquote><p></p>
[QUOTE="Ranes, post: 7673027, member: 4826"] Two thousand words a day is very high output for a module writer or it would be if it had to be sustained constantly. Two thousand words a day for ten days every month isn't easy but at least it lets the writer get his breath back. I was a journalist. Two thousand words a day was considered about as much as anyone could turn out and have it be decent (of course, it would still be attended by a sub-editor but it had to be of a high enough standard not to bog down that individual). In reality, two thousand words would be peak output. One thousand a day would be more typical. And I've worked in the games industry, developing tabletop RPG adventures and computer games. Considering the amount of work that has to go into a traditional RPG adventure design beyond the writing (new monster, trap and other rule mechanics, map layouts and so forth), two thousand words a day would be fairly punishing, if you had to do it day in, day out. These figures aren't new to me. I've encountered companies that expect such a work rate constantly and I've heard of many others from colleagues and from articles in the industry press. The figures annoy me, because I think they're driven by misguided people. Sadly, however, the figures do not shock me. People can do two thousand good words a day, if they're feeling fresh and inspired. As James Jacobs says, five thousand is phenomenal but not impossible. But expecting a writer [FONT=Arial]— [/FONT]and adventure designer [FONT=Arial]—[/FONT] to sustain that rate means, in my view, accepting a lower overall standard or burning out your writer. I do like the story about being handed cover art and a title as a brief though. A creative should love that challenge. [/QUOTE]
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