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Looking for a writer for a ZEITGEIST setting book
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<blockquote data-quote="Morrus" data-source="post: 7836421" data-attributes="member: 1"><p>OK, folks, I have an update on this! Yep, still recruiting a writer. Here's the score!</p><p></p><p>Ryan Nock is writing about half the book. We're looking for a co-writer to write the other half. More specifically, we're talking about 45K words from the co-writer, who will be handling specific chapters.These are as follows:</p><p></p><p>1 -- overview and character creation (Ryan)</p><p>2 -- technology (Ryan)</p><p>3 -- setting rules (Ryan)</p><p><strong>4 -- monsters (new writer); 30K words</strong></p><p><strong>5 -- setting run-through (new writer); 50K words</strong></p><p><strong>6 -- planets (new writer); 10K words</strong></p><p><strong>7 -- Flint (new writer); 15K words</strong></p><p>8 -- adventure hooks (Ryan)</p><p>9 -- adventure (Ryan)</p><p></p><p>Note that a lot of it will be repackaged/compiled info from the existing AP, updated according to Ryan's guidelines in the initial chapter. You'd be able to talk to Ryan while working on it, but you'd also be able to put your own stamp on the setting to an extent.</p><p></p><p>This would be work-for-hire, paid at 3c/w, and would be to an early 2020 deadline.</p><p></p><p>I would be looking for:</p><ul> <li data-xf-list-type="ul">A strong grasp on English writing and grammar (essential).</li> <li data-xf-list-type="ul">A strong grasp of 5E mechanics.</li> <li data-xf-list-type="ul">A strong grasp of 5E style guides (what gets italic, bold, when to use periods rather than colons, all that stuff).</li> <li data-xf-list-type="ul">A strong knowledge of the original ZEITGEIST AP. </li> </ul><p><u>What I would need</u></p><p></p><p>Drop me a PM. I don't need to see your resume, but I would like to see a writing sample. It can be anything you've done before, or you can do something new. It should be about 1,000 words.</p><p></p><p>I'd also like to see a 5E stat block of your own creation, so I know you have a mechanical handle on things. Again, you can either use one you've created previously, or a new one.</p><p></p><p>Here's a more detailed look at those four chapters, as described by Ryan:</p><p></p><p><strong><u>Chapter Four</u></strong> is monsters, maybe some NPC stats, and magic items. The second writer needs to collate stuff from the 5E version of the AP, then write new material to fill in gaps.</p><p>---Expected Word Count: 30 pages with a fair bit of art, so 20,000 words, most of it would just be editing existing material.</p><p></p><p><u><strong>Chapter Five</strong> </u>is the full setting run-through. I imagine someone familiar with the AP could take the text from the original Player's Guide (which I have in the document for now), read through the AP, and note all the locations and historical bits. Then, they could write the chapter using my chapter one setting overview as a guideline (e.g., Risur has a new queen and there's a new fey titan replacing the Voice of Rot; Danor is coming out of civil war and is suppressing free speech to try to stick together; Crisillyir had a religious schism and is only NOT in civil war because Elfaivar invaded; etc.).</p><p>---Expected Word Count: 50,000 words (~15k is from the original AP, but has to be repackaged and edited thoroughly)</p><p></p><p><u><strong>Chapter Six</strong> </u>is about the planets. The second writer would talk about the nature of how planets affect magic, and give a page or two write-up of each planes for folks who want to do Edgar Rice Burroughs style extraplanar adventures. Paizo did something similar for Golarion's solar system, though I haven't done a ton of thinking about how ours would stand out.</p><p>---Expected Word Count: 10,000 words (1,000 is reused)</p><p></p><p><strong><u>Chapter Seven</u></strong> is updating Flint and the Royal Homeland Constabulary, as an example of what a ZEITGEIST campaign could look like. Similar to chapter five, this would involve taking stuff from the original player's guide and the AP and extrapolating changes. I think it's a fairly light task: lots of "who's the new mayor in this district," "what sorts of thieves guild replaced Kell's," and "what sorts of problems is the RHC dealing with nowadays."</p><p>---Expected Word Count: 15,000 words (nearly all of which is reused, but has to be repackaged and edited thoroughly)</p><p></p><p>As you know, this is set AFTER the original AP. When you see Ryan's intro you'll have a much more solid handle on that, but we're going with a 'default' planar setup with a section on changing that if you've played the AP and chosen something different.</p></blockquote><p></p>
[QUOTE="Morrus, post: 7836421, member: 1"] OK, folks, I have an update on this! Yep, still recruiting a writer. Here's the score! Ryan Nock is writing about half the book. We're looking for a co-writer to write the other half. More specifically, we're talking about 45K words from the co-writer, who will be handling specific chapters.These are as follows: 1 -- overview and character creation (Ryan) 2 -- technology (Ryan) 3 -- setting rules (Ryan) [B]4 -- monsters (new writer); 30K words 5 -- setting run-through (new writer); 50K words 6 -- planets (new writer); 10K words 7 -- Flint (new writer); 15K words[/B] 8 -- adventure hooks (Ryan) 9 -- adventure (Ryan) Note that a lot of it will be repackaged/compiled info from the existing AP, updated according to Ryan's guidelines in the initial chapter. You'd be able to talk to Ryan while working on it, but you'd also be able to put your own stamp on the setting to an extent. This would be work-for-hire, paid at 3c/w, and would be to an early 2020 deadline. I would be looking for: [LIST] [*]A strong grasp on English writing and grammar (essential). [*]A strong grasp of 5E mechanics. [*]A strong grasp of 5E style guides (what gets italic, bold, when to use periods rather than colons, all that stuff). [*]A strong knowledge of the original ZEITGEIST AP. [/LIST] [U]What I would need[/U] Drop me a PM. I don't need to see your resume, but I would like to see a writing sample. It can be anything you've done before, or you can do something new. It should be about 1,000 words. I'd also like to see a 5E stat block of your own creation, so I know you have a mechanical handle on things. Again, you can either use one you've created previously, or a new one. Here's a more detailed look at those four chapters, as described by Ryan: [B][U]Chapter Four[/U][/B] is monsters, maybe some NPC stats, and magic items. The second writer needs to collate stuff from the 5E version of the AP, then write new material to fill in gaps. ---Expected Word Count: 30 pages with a fair bit of art, so 20,000 words, most of it would just be editing existing material. [U][B]Chapter Five[/B] [/U]is the full setting run-through. I imagine someone familiar with the AP could take the text from the original Player's Guide (which I have in the document for now), read through the AP, and note all the locations and historical bits. Then, they could write the chapter using my chapter one setting overview as a guideline (e.g., Risur has a new queen and there's a new fey titan replacing the Voice of Rot; Danor is coming out of civil war and is suppressing free speech to try to stick together; Crisillyir had a religious schism and is only NOT in civil war because Elfaivar invaded; etc.). ---Expected Word Count: 50,000 words (~15k is from the original AP, but has to be repackaged and edited thoroughly) [U][B]Chapter Six[/B] [/U]is about the planets. The second writer would talk about the nature of how planets affect magic, and give a page or two write-up of each planes for folks who want to do Edgar Rice Burroughs style extraplanar adventures. Paizo did something similar for Golarion's solar system, though I haven't done a ton of thinking about how ours would stand out. ---Expected Word Count: 10,000 words (1,000 is reused) [B][U]Chapter Seven[/U][/B] is updating Flint and the Royal Homeland Constabulary, as an example of what a ZEITGEIST campaign could look like. Similar to chapter five, this would involve taking stuff from the original player's guide and the AP and extrapolating changes. I think it's a fairly light task: lots of "who's the new mayor in this district," "what sorts of thieves guild replaced Kell's," and "what sorts of problems is the RHC dealing with nowadays." ---Expected Word Count: 15,000 words (nearly all of which is reused, but has to be repackaged and edited thoroughly) As you know, this is set AFTER the original AP. When you see Ryan's intro you'll have a much more solid handle on that, but we're going with a 'default' planar setup with a section on changing that if you've played the AP and chosen something different. [/QUOTE]
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