Hail and well met, and also welcome; welcome to the 11th writing club update. Fun fact about the number 11: it’s only the tenth positive palindromic number, and it will be 11 more months before we encounter our next one (22). Wow.

The weather here has been exceptionally rainy lately, and so perfect for weeding, editing, and savouring moments over hot cups of ginger tea.

I hope you are all safe and that your ginger and writing projects remain free of mold.

Speaking of writing, this is a post about writing. And these are our writers:

Brave scrivenauts, out on the shoals of imagination. Wading through the pools of doubt, and mucking about in the mud of enlightenment. Probably talking with the crabs or clams of metaphor or simile or something, too…

As always dear passerby you’re welcome to join us for as long or short as you like – simply share what you’re working on and your goal for the next month, and I’ll add you to our list of illustrious weirdos.

  • JacobCoffinWrites@slrpnk.net
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    1 month ago

    I’m lucky Fully Automated’s primary mechanic is both flexible and simple because I’m here to tell ya, I’ve played D&D and I don’t think I could DM for that. Some folks are heavier on special game mechanics for each thing, and lots of rules, I treat my games more like collaborative storytelling with dice rolls just when the players want to do something cool or difficult. The big challenge for me is managing all the potential story paths on the fly and sort of adjusting what/when certain events outside the players’ control should happen to manage the pace of the plot and keep things feeling cinematic. At this point I know my NPCs pretty well and can kinda ad lib reactions to the players just fine, so sessions where I’m just reacting to the players are kinda easy - but when they set big events in motion I need to quickly balance what happens and try to case out where those events end. Does this push the bad guy to try and confront them directly? Should one of their informants call in now with the information they asked them to find last session? Stuff like that where I know it’ll adjust the course of their story. So I guess I’m mostly constrained by “what would happen” - what feels reasonable or believable for characters, some of whom the players don’t even know about yet!