On Sticking To Word Counts
So, here is one of the very few things I ever told a room full of freelancers, that made one of them cry. (I felt terrible, btw).
“A note to freelancers, writing for print books. If I contract you for 10,150 words, and you give me 11,800, you are *not* doing me a favor. You are instead forcing me to figure out which 1,650 words to cut. Print books only have so much room, and while going over by 1%-3% isn’t a major issue (though I’ll love you more if you don’t), exceeding your word-count by 10% or more is creating a lot more work for me.
Don’t under-write by more than 1%-3% either!
Now for pdfs and blog entries, things are significantly more lax. But print products have finite space, and your writing has to fit in that space and look good.”
Apparently, one freelancer in the room had been told by a different developer, working for a different company, that overwriting by 10-20% was “always” good.
And there ARE things I contract extra words for. Mostly, crunchy, rules-heavy things with lots of chances to get it wrong. If I know I want 3,000 words of new spells of feats or specializations in a book, I often contract (and pay for) 4,250-or-so words, so I can cut needless extra verbiage and entire bad ideas (or badly executed ideas), and still have what I need.
But mostly? This is yet another way it’s important for freelancers to ask their contractors what is preferred, and have a high level of communication.
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Posted on June 4, 2021, in Business of Games, Writing Basics and tagged Freelance Life, Letters from a Dev, Writing Basics. Bookmark the permalink. Leave a comment.
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