Citadel on the Wilderlands: Week Six
I had a “design epiphany” this week. It’s only taken me six weeks.
Up to now, I’ve been bouncing around in my design of Citadel on the Wilderlands. I’ve enjoyed that, as writing the bits that inspire you is fun! However, this week, I’ve decided to focus on one part of the design and get that done. Then I’ll move on to the next part and get that done.
So, last week—and in the coming week—my focus is the village of Nemeton. I want to get the village’s first draft done; then, I’m going to design the citadel. If my plan survives the next month or so, I’ll cast my fell gaze on the town of Bleakwater.
As well as the feeling of demonstrable progress this will bring, it also means I can unleash Tommi Salama on the various settlement maps. It’s never a good idea to wait until the end of a big project to order all the maps and art—that way, delays and madness lie. Rather, I prefer to have them come in during the design process. I find this far more manageable and agreeable. It also makes the project less susceptible to delays and reduces the cash flow shock of paying for tons of maps and illustrations all in one go.
One of the parts of the design of any project I dread is having to do the draft maps. My mapping skills are terrible, and I don’t have the inclination or spare time to improve them. Thus, at least this way, I can get them out of the way bit by bit.
Counting of the Words
I remain on target this week, but I had no “big days”.
That is, of course, fine, as the strategy for this project is one of slow and steady sustainable design. This approach isn’t particularly “sexy” or full of panache, but it is getting results. And that works for me.
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Creighton Broadhurst is the Publisher of Useful Items at Raging Swan Press. He lives on a placid island of ignorance in the midst of black seas of infinity. He is not planning to voyage far.
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