I’ve been reading back through some of the past sessions and I’ve noticed they seem a bit flat. This is not Heather’s fault. She does a fine job of recording events, but once she’s done I have to turn the notes she takes (in real-time) and turn them into a narritive. Obviously the more detail I add, the better the post will be. I can just post her notes, and be done in 10 minutes, or I can spend days converting the play-by-play into a proper story. As I’ve fallen behind schedule, the posts have become more the former and less of the latter as I’ve tried to catch up.
I would like to point out that I’ve written a book. I know how to write. If I found a chapter of my book wasn’t working, I’d trash it and start over. If it was large and detailed, I’d spent a lot of time on it until it was done.
But now I’m working on material that arrives at a fixed rate. Sure, I can spend a week and a half writing the most recent session, but by the time I’m done I’ll have yet another session in the pipe and I’ll be even further behind. It’s like working on parts on a conveyor that travel at a fixed speed: Spending more time on one unit eats directly into the time I can spend on the next one.
The trip I took two weeks ago only made things worse. I got caught up a bit by skimping on session 6, and it shows. The session is a bit lifeless, lacking in color. Of course, it was fun and interesting for the players, but reading my narritive makes it sound dry and dull. Sorry about that.
So, what we’re faced with now is the fact that I’m working a full two sessions behind schedule. At the moment, I’m transcribing session 7, we just had session 8 last night, and I’m working on preparing to run session 9 for next sunday.
My point is that transcribing a D&D campaign is turning into a bigger challenge than I thought. I suppose if I was some sort of uber-writer I could churn out quality material at a steady pace, every day. But as it stands, the sessions happen just a little faster than I can handle them.
I hope you can enjoy the story anyway. Thanks for reading.
Here is a 13 part series where I talk about programming games, programming languages, and programming problems.
The Plot-Driven Door
You know how videogames sometimes do that thing where it's preposterously hard to go through a simple door? This one is really bad.
Trusting the System
How do you know the rules of the game are what the game claims? More importantly, how do the DEVELOPERS know?
A video Let's Play series I collaborated on from 2009 to 2017.
What did web browsers look like 20 years ago, and what kind of crazy features did they have?