Game Masters of tabletop roleplaying games have to create a story that works well, and that can often be difficult not only because a story has to be engaging, but because it’s difficult to keep track of the way in which a story will unfold; it’s easy to forget about some minor elements, or conflate them too heavily with the main plot, and wind up coming to a screeching halt. One great way to handle this is to think of each plot as a thread; it develops from the previous events in sequence, but will eventually be brought to fruition by the players’ actions.
I’ve been a bit behind on the latest updates for Street Rats, partly because I’ve been working on figuring out ways to get Street Rats unified into a more coherent document that does away with some of the wasted space (and partly due to working on other projects, I must admit): I consider the 200 to 300 page range to be the ideal for independent publisher games, especially since Street Rats has no art in it at this point: it’s over eighty thousand words long, needs editing, and really needs to be improved to meet commercial standards. Most importantly, however, I don’t want it to look longer than it is and turn away potential players.
I’ve been meaning to get better about blog communication stuff, and this will be the place I do so. I’ve got a number of projects underway right now, and some I’ve got brewing in my head and I may or may not start once I get stuff done.
Before I get started, I’d like to point out that working on multiple projects is a good thing for me right now; I write whenever I have a good idea or inspiration for design, which means that individual projects grow a little more slowly, but mechanics get more polish and I have much greater net productivity.