So I've got material for the Player's Guide, and I put it with text from LBB 0 and LBB 1. And it's DRY DRY DRY. I thought it would be good. And it does look LBB1-like... but the text. Ah man, the text reads like it's 1977, and not in a good way. And I LIKE the LBBs. (But then again, I don't actually READ them...)
So, Maksim had a great idea this morning. He suggested that the Player's Manual be written in the form of a personnel guide, or hiring manual, or something similar to that.
In other words, it's Traveller fiction -- say published by Oberlindes or similar -- but the material is rules, disguised as describing hiring techniques, who to look for, where to find them, under what circumstances you'll need them. The kind of Interstellar Survival Guide an agent of the company might need to crew a small starship, or conduct a raid on a pirate's den, or pay a formal visit to an Aslan head of state, or to outfit a hunting expedition, and so on. But the text leads the reader through character generation, equipment, combat, starships, process checklists, and so on in an accessible way.
- Active voice, "You" and "I" usage, no thesaurus needed.
- Stories, simile and metaphor.
- But: no rambling.
- Break the rules.
- Ask questions.
This would help the book. It would be more fun to write. It would be a more conversational style -- easier to read. And if it is more fun to write, it will be more fun to read (I've found this to be generally true). And it would inspire both player and referee about places to go, things to do, people to see, and adventures to embark on.
My brain is suggesting that more than one personality be "in" the material, to switch writing styles and points of view to keep the text fresh. Even have a little back-and-forth develop. The noble. The rogue. The merchant.
So, Maksim had a great idea this morning. He suggested that the Player's Manual be written in the form of a personnel guide, or hiring manual, or something similar to that.
In other words, it's Traveller fiction -- say published by Oberlindes or similar -- but the material is rules, disguised as describing hiring techniques, who to look for, where to find them, under what circumstances you'll need them. The kind of Interstellar Survival Guide an agent of the company might need to crew a small starship, or conduct a raid on a pirate's den, or pay a formal visit to an Aslan head of state, or to outfit a hunting expedition, and so on. But the text leads the reader through character generation, equipment, combat, starships, process checklists, and so on in an accessible way.
- Active voice, "You" and "I" usage, no thesaurus needed.
- Stories, simile and metaphor.
- But: no rambling.
- Break the rules.
- Ask questions.
This would help the book. It would be more fun to write. It would be a more conversational style -- easier to read. And if it is more fun to write, it will be more fun to read (I've found this to be generally true). And it would inspire both player and referee about places to go, things to do, people to see, and adventures to embark on.
My brain is suggesting that more than one personality be "in" the material, to switch writing styles and points of view to keep the text fresh. Even have a little back-and-forth develop. The noble. The rogue. The merchant.
Last edited: