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Five things I learned writing a competition-winning Adventure
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<blockquote data-quote="awesomeocalypse" data-source="post: 4997688" data-attributes="member: 85641"><p>I'm an editor of commercial fiction and nonfiction, which is admittedly a little different from editing gaming materials, but the two worlds are close enough that I feel I can fairly comfortably clear up a common misconception here:</p><p></p><p><strong>Editors really don't care that much about grammar.</strong></p><p></p><p>Seriously, we don't. That's what we pay copyeditors for. No editor is ever going to decide whether or not to take on a project based on whether it was grammatically perfect. I mean, it needs to be a <em>readable</em>, obviously. But beyond that, most editors care far more that the prose be compelling and effective, that the characters be strong, the setting memorable, the conflicts dramatic and the plot engaging. If the content is good, the grammar can be sorted out after the fact. If it isn't, then frankly we don't care about the grammar. That is simply not how we're going to evaluate a project.</p><p></p><p>Now, obviously when writing an adventure you have an issue fiction and nonfiction do not--namely a strict set of rules that absolutely do matter to whether the material succeeds or not, i.e. the rules of the system. When it comes to rules and mechanics, precision in language is obviously critical. But even there, the rules that must be adhered to won't be found in an ordinary grammar guide, and I'd wager any editor would rather see creative, fun encounter design and well-thought out monsters and npcs, with a few holes or mistakes in the mechanics that need to be fixed, than a mediocre, by the numbers adventure tht has all the mechanical details down perfectly.</p></blockquote><p></p>
[QUOTE="awesomeocalypse, post: 4997688, member: 85641"] I'm an editor of commercial fiction and nonfiction, which is admittedly a little different from editing gaming materials, but the two worlds are close enough that I feel I can fairly comfortably clear up a common misconception here: [B]Editors really don't care that much about grammar.[/B] Seriously, we don't. That's what we pay copyeditors for. No editor is ever going to decide whether or not to take on a project based on whether it was grammatically perfect. I mean, it needs to be a [I]readable[/I], obviously. But beyond that, most editors care far more that the prose be compelling and effective, that the characters be strong, the setting memorable, the conflicts dramatic and the plot engaging. If the content is good, the grammar can be sorted out after the fact. If it isn't, then frankly we don't care about the grammar. That is simply not how we're going to evaluate a project. Now, obviously when writing an adventure you have an issue fiction and nonfiction do not--namely a strict set of rules that absolutely do matter to whether the material succeeds or not, i.e. the rules of the system. When it comes to rules and mechanics, precision in language is obviously critical. But even there, the rules that must be adhered to won't be found in an ordinary grammar guide, and I'd wager any editor would rather see creative, fun encounter design and well-thought out monsters and npcs, with a few holes or mistakes in the mechanics that need to be fixed, than a mediocre, by the numbers adventure tht has all the mechanical details down perfectly. [/QUOTE]
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