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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Nov 30, 2014 10:25 am 
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Lord of the Regency Council
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Summarizing a few things:

1. How should this be organized (ie who should do what)
There are many ways to organize projects like this. At the moment the project is still very early stage. The main concern at the moment is to see how many are interested in participating and what each person can bring to the table. :)

Personally I would argue against a project that involves many people working too closely together on a single project. I am more comfortable with the kind of model where one author writes his own module, completes it more or less by himself. If someone else offers to look over it and/or playtest, that is awesome. Something beyond that just sounds too ambitious to me.

But if the rest of you want to do something more involving then by all means go for it! :)

2. The Labels
The labels are invitations. Yaz suggested that we have quite specific requirements for the modules written. I thought that was a good idea, but I also suspected that many creative Blackmoor fans would feel too limited by them. The two labels are a response to both of those concerns. The point is to encourage all Blackmoor fans to be creative and join in creating material for the community. Again, not just Rafe, Rob, Yaz, Aldarron and myself but everyone.

3. What is in it for me?
If it feels like work, then perhaps this is not a project for you. I assume that people will be interested in this because they think it could be fun.


4. A series of modules or a netbook?
Both are great ideas. We do not necessarily have to choose one or the other. My thinking was that smaller adventure modules would have a lower threshold for people to write and much easier to manage by single individuals or small groups. For netbooks we would need an editor and so far I have not seen anyone willing to take on a responsibility like that.

A third option could be to write and release single modules first and then collect them into a larger compilation later on.


5. What have we found out so far?
Rob might be interested in writing modules or even a netbook
Yaz is willing to offer feedback and/or playtest adventures
Rafe is willing to contribute fiction
Aldarron is willing to write material for his MageWars Setting.
Havard might be willing to write an adventure or two




-Havard

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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Dec 01, 2014 6:38 am 
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Le Noir Faineant
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I am a bit sceptic whether the summary you made is all too legit :wink: , but I am happy if we're getting somewhere.

I think the big thing you guys should think about is the procedurals; which means, would other people accept to have their content edited, or minor and major ideas rejected? - I for my part can firmly say, 'no'.

That's why I suggested a fiction anthology first; that way, we don't need to care if we have all too much common ground. An adventure colelction would be nice, too, but would the readers not get confused between our several takes on the setting?


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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Dec 01, 2014 9:37 am 
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Lord of the Regency Council
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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Dec 01, 2014 10:36 am 
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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Dec 01, 2014 11:00 am 
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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Dec 01, 2014 3:27 pm 
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As mentioned, I have some experience with similar projects (that are progessing with good success, IMHO).
My "working suggestion" is this: if you are an author (that can't or doesn't want to do everything from A to Z), you open a "making of" thread, saying (roughly) what you are doing and what you need (maybe proofreading, editing, layout, images, mapmaking etc.) of course nobody forces you to ask for help and you can do it all by yourself, but the good point of being a community is that you can support each other).
With your "making of" thread you will kind of "book" your numbrt (BMX1, BMX2, etc.).
In that thread you can give the community updates on how the work proceeds from time to time, or the other people may want to ask how you're going on.

Once everything is ready, you email the finished job to Havard and he gives the final reading and thums up before hosting on the site. He may decide that the adventure that you proposed for Journeys is actually more appropriate for Crossroads or that the content isn't suitable at all because it conflicts with the rules of the site.

That's it.

Said that, I strongly suggest that we (cough... Havard... cough...) develop an adventure template that can be a basic layout support and a kind of "signature" for the site adventures...

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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Dec 01, 2014 3:58 pm 
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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Dec 01, 2014 4:15 pm 
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Of course, this makes sense if we have enough people interested in this (as mentioned, even a single adventure per year would be worth it, for me), as the great plus of this kind of projects (including netbooks, of course) is the community support, the teamwork and the -kinda- committment that you take to complete (sooner or later) the job that you start.

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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Dec 01, 2014 4:25 pm 
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 Post subject: Re: ZGG's 2006 Call for Blackmoor Writers
PostPosted: Dec 01, 2014 6:36 pm 
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