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*Pathfinder & Starfinder
Class Acts: Sorcerer - "The Shivs of Sorcery"
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<blockquote data-quote="Klaus" data-source="post: 5281091" data-attributes="member: 607"><p>Heh.</p><p></p><p>Okay, quick rundown of my writing "career":</p><p></p><p>Back in 1997 I submitted several ideas to Dragon Magazine, still firmly entrenched in 2e. One article focused on new spells for the Plant sphere (does that ring a bell?), which got accepted and published in Dragon 175 (the last 2e one).</p><p></p><p>During 3e most of my writing was for Fiery Dragon and for Brazilian magazine Dragão Brasil, where I was a "Sage" of sorts.</p><p></p><p>Last year I started sending submissions for 4e, and sent about 15 ideas before the Channel Divinity: Sehanine was chosen. Chris Youngs, then editor of Dragon, was pleased with my writing, rules knowledge (the article ran almost as-is) and timeliness, so he e-mailed me a few months later asking if I'd be interested in writing a Class Acts for either Cleric or Sorcerer, but with some urgency. I said I could do both, but he prefered that I did just one, so I took Sorcerer.</p><p></p><p>I wrote the article in a day, and sent it to him. Before he could reply, I sent another article and sent it, just in case he didn't like the first one. Turns out he did like it, and I did another pass at it after some feedback, which is pretty much what saw "print" today (minus two feats and a reduction on a spell's damage).</p><p></p><p>Once again, the story and rules elements and the timeliness were appreciated, and I got offered a chance to do some design work for Heroes of Shadow, and I'm on my second book.</p><p></p><p>All this was in parallell with my art career, which hasn't been too good for the last year.</p><p></p><p>So, my advice for submitting work:</p><p></p><p>1 - Look at underserviced aspects of the game, and think of how to do them justice (this is what I did with Sehanine -- everyone wanted to write about the Raven Queen; plus, I wanted to make the shortbow matter).</p><p></p><p>2 - Look at interesting ways to add to the game (like making it possible for sorcerers to be melee strikers).</p><p></p><p>3 - Know the rules (this is much easier with the DDi), and write stuff in a wording consistent with what's in use.</p><p></p><p>4 - Add to the mythology of the game, or bring back some classic element (I always try to include a "D&D Legacy" element in stuff I write).</p><p></p><p>5 - Underpromise, overdeliver (promise stuff for next week and have it finished in two days).</p><p></p><p>6 - Make yourself available and open to suggestions.</p></blockquote><p></p>
[QUOTE="Klaus, post: 5281091, member: 607"] Heh. Okay, quick rundown of my writing "career": Back in 1997 I submitted several ideas to Dragon Magazine, still firmly entrenched in 2e. One article focused on new spells for the Plant sphere (does that ring a bell?), which got accepted and published in Dragon 175 (the last 2e one). During 3e most of my writing was for Fiery Dragon and for Brazilian magazine Dragão Brasil, where I was a "Sage" of sorts. Last year I started sending submissions for 4e, and sent about 15 ideas before the Channel Divinity: Sehanine was chosen. Chris Youngs, then editor of Dragon, was pleased with my writing, rules knowledge (the article ran almost as-is) and timeliness, so he e-mailed me a few months later asking if I'd be interested in writing a Class Acts for either Cleric or Sorcerer, but with some urgency. I said I could do both, but he prefered that I did just one, so I took Sorcerer. I wrote the article in a day, and sent it to him. Before he could reply, I sent another article and sent it, just in case he didn't like the first one. Turns out he did like it, and I did another pass at it after some feedback, which is pretty much what saw "print" today (minus two feats and a reduction on a spell's damage). Once again, the story and rules elements and the timeliness were appreciated, and I got offered a chance to do some design work for Heroes of Shadow, and I'm on my second book. All this was in parallell with my art career, which hasn't been too good for the last year. So, my advice for submitting work: 1 - Look at underserviced aspects of the game, and think of how to do them justice (this is what I did with Sehanine -- everyone wanted to write about the Raven Queen; plus, I wanted to make the shortbow matter). 2 - Look at interesting ways to add to the game (like making it possible for sorcerers to be melee strikers). 3 - Know the rules (this is much easier with the DDi), and write stuff in a wording consistent with what's in use. 4 - Add to the mythology of the game, or bring back some classic element (I always try to include a "D&D Legacy" element in stuff I write). 5 - Underpromise, overdeliver (promise stuff for next week and have it finished in two days). 6 - Make yourself available and open to suggestions. [/QUOTE]
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Class Acts: Sorcerer - "The Shivs of Sorcery"
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