Your Developer as a Resource, 1. Running Short
If you are a freelance writer working on a ttRPG assignment, your developer (or editor, publisher, producer — whatever title the contact person you have for the assignment uses) can be a valuable resource. After all, they want you to produce something that meets their needs, so they are motivated to help you give them the text they want.
So if you are having problems with a project, it’s a good idea to write to your developer and see if they can offer advice or guidance. If you think you need to deviate from your outline, it’s absolutely crucial you talk to your developer first. You don’t want to be constantly bothering your developer with issues (they’re paying you to do work for them), but when you are having trouble that is going to impact the quality of your project, better to ask than not.
One common issue that can come up is feeling you have been asked to provide more words on a given subject than the subject needs, or can even support. If you are “running short” on a section, there are better and worse ways to rach out to your developer about it.
Here are some examples:
Good: “I’m having trouble finding enough material to fill out 5,000 words on Halfling Battle Toast. I could use some guidance.”
Better: “I’m having trouble coming up with enough material to fill out 5,000 words on Halfling Battle Toast without just padding it out in obvious and unhelpful ways. If we could expand the topic to cover all halfling war-based baked goods, that would give me a wider range of things to cover. Alternatively, I could do 2,500 words on this, and add 2,500 words to the section on Dwarven Axe-Beer. Or if you have ideas for what I am missing in the Battle Toast section (current draft attached), I can fill that out. How would you like me to proceed?”
Bad: “It is not possible to write 5,000 words on Halfling Battle Toast, so you need to tell me if I am just turning it in short, or if I can use those words elsewhere.”
Worse: “Here is the turnover. I took 2,500 words from Halfling Battle Toast, which didn’t need that much, and used them in other sections.”
Worst: “Since you assigned my more words than needed for Halfling Battle Toast, I moved 1,500 of them to the Monsters of the Bakery section, and contacted your CFO to have my contract reissued for 1,000 fewer words.”
And, yeah, all of those examples are fictional, but they are based on actual ways I have seen different freelance writers handle the issue of being short on wordcount.
Also, sooner is better for something like this. Don’t wait to tell your developer you are short on a section 2 days before the due date. The more time you give them, the more flexible they may be to help you get your section done, and get paid for it.
Supported by Patreon!
All my articles are possible due to support from my patrons, and many are suggested by those patrons! If you want to encourage more writing basics articles, or just stick some money in a tip jar, check out my Patreon!
Posted on June 30, 2021, in Game Design, Writing Basics and tagged Freelance Life, Game Design, Writing Basics. Bookmark the permalink. Leave a comment.
Leave a comment