Brevity vs. Bloat

I just read Wolfgang’s editorial “Keep it Short” in the latest issue of Kobold Quarterly. In it he extols the virtues of short books with lots of impact. I don’t disagree with him – short and clear is good – but his article rails against long works as though they are bad in and of themselves. Maybe he’s used to seeing writers pad their word count excessively because they’re payed by the word.

In any case, his editorial got me to thinking about the subject of word count, brevity, and bloat and about how I approach writing RPG supplements, specifically in regards to what I see as one of the biggest pitfalls in RPG writing – skimming over material the DM needs to run the adventure.

When I write an adventure I have several goals in mind. Of course, I want it to be fun, fantastic, compelling, believable and exciting. That almost goes without saying. Beyond that one of my number one goal is to make my adventures easy for DMs to run. I want my adventures to leave a casual or first-time DM and their players saying “that was great!” instead of wondering how to start.

In my many years as a player I’ve read lots of adventures. Some do a great job of laying out the adventure for the DM, other less so. The bad ones are the adventures that have weak introductions or transitions, and require the DM to ad-lib or completely make up sections of the adventure to keep the story moving along. Many DMs are up for this task, but for many DMs, especially new DMs with less experience, being left hanging by the adventure you’re trying to run can really demoralize you. I feel like this just adds to the steep learning curve that new DMs face, and I want Unicorn Rampant to produce adventures that ease this learning curve, increase the fun everyone is having, and help the hobby grow.

To that effect, when I write an adventure, my goal is to provide the DM with everything he needs to present the story from start to finish. Many DMs may not use all of this material, especially the hook or introduction material. But for a first time DM, I want to make sure they have something that they can use to get the action started without having to rely on telling the players that they’re all gathered at the inn and see a wanted poster. Remember, not all of us are in the midst of playing epic campaigns. Many players, especially those new to the hobby, can really use a way to get the story rolling easily.

Now, including summaries of the course of the adventure and read-aloud text for every transition and important location in the adventure can add to the word count, but all of it is included for a purpose. Organizing it cleanly and keeping the summaries brief and clear is all part of making the adventure easy to run. If that adds to the word count, so be it. I would rather provide DMs and players with more than they need then not enough.

-Adam A. Thompson


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