Difference between revisions of "Monster Writing Guide: Page 7"
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== Closing Words == | == Closing Words == | ||
Latest revision as of 21:43, 11 February 2014
Closing Words
In the end, the important parts of a critter are creativity, and fueling the imagination of the players. Interesting, well written and creative mobs are a delight to many, and things like the Quilled Tousky or Feesh even inspire special commands and mini-games, just because the critter stands out so much as a rememberable, unique thing.
Not every critter can be expected to match that. And it's not necessary. As long
as the mob you write is well done, well executed and written with this being a
purely text-based, imagination-fueling medium in mind, everything is alright.
But most importantly: Have fun. Take your time. This is not a newspaper, and
we don't have to release a new mob every week. Even after you wrote your
critter, let it rest for a day, think about it. Chances are, you will get a
sudden new idea, behavior or thing to add to it. Flesh it out, til you are
satisfied with the image.
I hope this guide helped you, and will ultimately make the only reasons for a
rejection and necessary re-submitting due to pure technical reasons like
mistakes in code.
Thank you for having taken your time to read this, and I hope it helped you.
--Ambrosia
Page 1 - General description guideline
Page 3 - The Hills Have Eyes; Your Arms Don't.
Page 5 - Keeping Things Interesting
Page 6 - Victory do's and dont's
Page 7 - Closing Words