{"id":23436,"date":"2019-02-05T00:03:21","date_gmt":"2019-02-04T13:03:21","guid":{"rendered":"http:\/\/www.campaignmastery.com\/blog\/?p=23436"},"modified":"2019-02-05T00:03:21","modified_gmt":"2019-02-04T13:03:21","slug":"speaking-in-tongues","status":"publish","type":"post","link":"https:\/\/www.campaignmastery.com\/blog\/speaking-in-tongues\/","title":{"rendered":"Speaking In Tongues: Writing Dialogue &#038; Oratory"},"content":{"rendered":"<div id=\"attachment_23439\" style=\"width: 400px\" class=\"wp-caption alignright\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-23439\" src=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2019\/02\/business-3253965.jpg\" alt=\"\" width=\"380\" height=\"221\" style=\"border: 2px solid black\" class=\"size-full wp-image-23439\" srcset=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2019\/02\/business-3253965.jpg 380w, https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2019\/02\/business-3253965-120x70.jpg 120w\" sizes=\"(max-width: 380px) 100vw, 380px\" \/><p id=\"caption-attachment-23439\" class=\"wp-caption-text\">Image courtesy pixabay.com\/GregReese<\/p><\/div>\n<p>In the course of compiling the Blogdex &#8211; an ongoing task at this point! &#8211; I became aware of a category that had <em>never<\/em> been dealt with properly at Campaign Mastery at any point of our ten-year history, that is at the same time, a vital skill for a GM to have up his sleeve.<\/p>\n<p>I am, of course, referring to Writing Dialogue and Oratory.<\/p>\n<h3>Dialogue Vs Oratory: The Difference<\/h3>\n<p>Dialogue is an exchange between the speaker and the target or targets, generally with back and forth. between the two. When one of the two is a PC, which is most of the time, you need to be flexible and responsive to whatever the player inputs into the conversation; but it&#8217;s still helpful to pre-script your side of things for reasons that will become apparent as we go along.<\/p>\n<p>Oratory is a prepared speech; while a PC may interrupt it, the speaker can choose whether or not to ignore the interruption. Generally, you are simulating the combination of an expert speaker and a professional speechwriter, while being neither of these things yourself.<\/p>\n<p>In general, though, the process of writing the two is the same; the differences are of objective and degree, not of kind.<\/p>\n<h3>The Mutual Objective<\/h3>\n<p>From a meta perspective, from the GM&#8217;s point-of-view in other words, both have a single objective that must be achieved and several secondary objectives that are nice to achieve &#8211; and these priorities are the same in both cases.<\/p>\n<p>I&#8217;ll get specific in terms of what those objectives are a little later. Right now, they would be an unnecessary distraction.<\/p>\n<h3>The Process In Common<\/h3>\n<p>What&#8217;s more important is that this commonality means that the writing process can be the same for both.<\/p>\n<p>As usual, I have broken the process down as precisely as possible. In most real-world usage, many of these steps would be paid little more than lip service, and a scant minimum of that; I often blow through these steps in a mere second or two. In particular, steps 3-5 frequently get blown aside, and steps 7-10 can often be compressed into a single treatment.<\/p>\n<p>But there are exceptions; sometimes, one of steps 3-5 will be rather more important than is usually the case, and require a considerable effort and time investment; and the depth of engagement in steps 7-10 depends entirely on the importance, from a plot\/game point of view, of the content to be conveyed.<\/p>\n<p>Significantly, this means that the process when improvising is the same, if even more abbreviated and truncated and run on instinct. I might only spend a few seconds doing so before the character I&#8217;m playing starts to speak, but I&#8217;ll cover essentially the same mental territory in this period, however superficially.<\/p>\n<ul>\n<h5>1. Know The Speaker<\/h5>\n<p>    Step 1 is always to know who is doing the speaking. That simple statement carries a huge amount by implication: we&#8217;re talking personality, attitude, opinions, race and place of residency, speaking style, and more besides. In the real world, I often cheat by using the time spent describing the speaker (before they say a word) in fixing this overall image in mind<\/p>\n<h5>2. The Deliverable Content<\/h5>\n<p>    Step 2 is always to know what you want to convey. <em>Every<\/em> vocal performance in a game by the GM has, or should have, a purpose &#8211; even if that purpose is to stall or obfuscate for as long as possible without saying anything of significance.<\/p>\n<h5>3. The Content To Be Implied<\/h5>\n<p>    There is usually content that you would like to deliver by implication if you can convey it. Step three is to identify what that content is in this particular case. Such content falls into four sub-categories: Emotional Context, Contrary Content, Private Opinions, &#038; Party Lines.\n    <\/ul>\n<ul>\n<li><em>Emotional Context<\/em> conveys the mood of the speaker. Particular intensity may or may not convey the reason for the emotional context if the cause is some element or aspect of the primary content.\n<\/li>\n<li><em>Contrary Content<\/em> is difficult to convey, but oh-so-meaningful when you pull it off &#8211; it&#8217;s when the speaker is conveying a contradictory message <em>at the same time<\/em> as they are making the &#8220;official position&#8221; clear.\n<\/li>\n<li><em>Private Opinions<\/em> are unofficial opinions that are conveyed in addition to the &#8220;official line&#8221; being delivered. These can be more sophisticated than a simple contradiction &#8211; it could be &#8220;I&#8217;d like to go further, but it&#8217;s not up to me,&#8221; for example.\n<\/li>\n<li><em>Party Lines<\/em> &#8211; Even harder is conveying the impression that there is a different personal opinion on the part of the speaker to that expressed by the primary content while <em>not indicating what the point of difference is,<\/em> but that the speaker is functioning as the good little soldier and doing his exact duty regardless of any personal opinion.\n<\/li>\n<\/ul>\n<ul>\n<p>    As you can tell, reading these descriptions, they are in order of increasing difficulty, with Contrary Content and Private Opinions pretty equal in trickiness.<\/p>\n<h5>4. English? Foreign? Or Not So Much Of Either?<\/h5>\n<p>    When the speaker uses English or Common like a native, it takes virtually no time to tick this box. When that&#8217;s not the case, it can take a little longer. You have multiple options, and need to use your knowledge of the character to select between them, then consider changing your answer if the language issue is going to get in the way of providing the primary content.<br \/>\n    Choices are: straight English, accented English, straight English with some foreign words, accented English with some foreign words, or fully foreign language with or without a translation opportunity.<\/p>\n<p>    If the PC being spoken to also speaks the foreign tongue, I tend to rule out all but the straight English options, though the occasional foreign term that is unfamiliar to the PC might still appear (for more on how I handle accents, see <a href=\"https:\/\/www.campaignmastery.com\/blog\/secret-arsenal-accents\/\" rel=\"noopener\" target=\"_blank\">The Secret Arsenal Of Accents<\/a>).<\/p>\n<p>    Note that the choice isn&#8217;t being <em>applied just yet. We&#8217;re still making decisions about <\/em><em>how<\/em> we&#8217;re going to achieve our objectives.<\/p>\n<h5>5. Modes Of Expression<\/h5>\n<p>    Many languages have specific ways of expressing various thoughts. These are often just the ticket to signify the native language of the speaker even if the main message is delivered in perfect English. If the first thing a speaker says is &#8220;Mon Dieu!&#8221;, there are only a limited number of places he can come from. &#8220;Gott In Hiemel&#8221; is even more specific, as is &#8220;Boy Howdey!&#8221; When one of these can be inserted into the delivery, it permits a greater use of English for the rest of the message, easing the burden.<\/p>\n<h5>6. Choosing A Voice<\/h5>\n<p>    This is the really vital step. Most of the preceding steps are signposts to help in this selection.<\/p>\n<p>    Choose an <em>appropriate<\/em> character from the many <em>that you know well<\/em> to be your &#8220;vocal coach&#8221;, the voice that you are going to try and replicate in your writing style and possibly in your delivery as well.<\/p>\n<p>    Quite often, those characters will have characteristics or added content that is immediately associated with them.<\/p>\n<p>    This is a vitally-important shortcut to embedding style and personality in dialogue, and even more important to getting your oratory to flow properly.<\/p>\n<p>    Of course, there is heavy emphasis on the word &#8220;appropriate&#8221; in relation to the choice. I would love to be able to outline a sequence of logic for this, but there are simply too many variables.<\/p>\n<p>    All I can say is that &#8220;appropriate&#8221; is defined as being someone who will deliver the message you want to convey in a style that is appropriate to the character that is delivering the message under the circumstances that will apply at the time. Actually choosing who that might be is largely a matter of instinct and artistry.<\/p>\n<p>    IF I have time (and sometimes that&#8217;s a very big &#8220;If&#8221;), and the passage to be written is important enough to get right, I will review a specific example of the vocal coach in action &#8211; an episode of a TV show or a chapter from a movie on DVD.. <\/p>\n<h5>7. First Draft: &#8216;Soft&#8217; and &#8216;Hard&#8217; Content<\/h5>\n<p>    Okay, it&#8217;s time for a little technical stuff and then we start writing. There are three types of content to any written dialogue or oratory &#8211; &#8220;Soft&#8221; content, &#8220;Hard&#8221; content, and stage direction. The GM needs to be able to identify one from another at a glance.<\/p>\n<p>    Exactly how you do this will depend on the technology that you employ for your writing, and what it&#8217;s capable of. Different fonts, different font weights, different font sizes, highlighting, text boxes &#8211; I&#8217;ve seen them all, used them all, and found most of them to be equally effective after a little tweaking and getting used to the presentation method.<\/p>\n<p>    The key is to be as consistent as possible so that translating words on a page into utterances from the GM is as smooth and successful and instinctive as possible &#8211; in other words, designing your writing process to optimize delivery performance.<\/p>\n<p>    So, to some definitions:\n    <\/ul>\n<ul>\n<li>&#8220;Hard&#8221; Content is content that you don&#8217;t want to rephrase because it delivers the essential message that you <em>have<\/em> to deliver (that being the whole meta-level reason for the vocal exchange\/utterance in the first place).\n<\/li>\n<li>&#8220;Soft&#8221; Content is content that adds all the other deliverables to the speech. It can often be changed or adapted on the fly. Note that it doesn&#8217;t have to be a full statement; it&#8217;s quite permissible to have a line of dialogue or oratory in which the second half is hard and the first is a soft preamble. It&#8217;s also quite acceptable <em>if necessary<\/em> to have two or three variations on Soft Content to choose between &#8211; always remembering that whatever you don&#8217;t use is wasted prep time.\n<\/li>\n<li>Stage Directions are reminders and instructions to the GM on just how he is to perform the vocal. Usually as short and simple as possible, frequently a single word, and often enclosed in brackets &#8211; my preference is to use square brackets for the purpose, but that&#8217;s up to you &#8211; so it might be [softly] or [slowly] or [whispered] or [angry] or whatever.\n<\/li>\n<\/ul>\n<ul>\n<p>    Now that you understand the <em>format,<\/em> go ahead and write your first draft.<\/p>\n<p>    I always start with the &#8220;hard&#8221; content, by asking &#8220;how would [vocal coach x] deliver this information in a dialogue\/speech?&#8221;. I then write the soft content around and in-between the hard content, doing my best to anticipate when one or more players will interject or even asking specifically for reactions from affected individuals. You have all the tools already discussed to assist you.<\/p>\n<h5>8. &#8216;Listen&#8217; to the Voice<\/h5>\n<p>    It&#8217;s entirely possible to create two or three perfectly polished statements that are completely and utterly incompatible even though they are &#8211; in your mind &#8211; derived from different elements of a single performance.<\/p>\n<p>    For example. an angry utterance, followed by an even angrier utterance replete with polysyllable words, followed by a calmer conclusion that contains a dearth of such words. The flow of the emotions seems reasonable &#8211; someone losing their temper and then getting a grip &#8211; but the structure around which those tones are wrapped is entirely incongruous. Even if you have defined a character whose phrasing and diction grows more precise when they get angry &#8211; and there are such people &#8211; they <em>don&#8217;t<\/em> suddenly show an inclination for a multi-syllable vocabulary.<\/p>\n<p>    Far better for the weight of monosyllables to be in the angry middle statement, where words can be fired out in abrupt and clipped fashion, as though each word was a new opportunity to lose it. <em>That<\/em> expresses heightened anger.<\/p>\n<p>    Even worse is when you try out your chosen &#8220;voice&#8221; and it just doesn&#8217;t suit the material. It doesn&#8217;t matter how good the source might be, it just sounds like they&#8217;re telephoning their performance in; the dialogue or oratory is limp and lifeless. It&#8217;s McDonalds when you ordered Filet Mignon.<\/p>\n<p>    When you have written a first draft, try to deliver the whole statement as you intend to do on the day. If you stumble at any point, start again from the beginning. Unless you can deliver your lines correctly better than two times in three, and especially if you stumble at the same place a second time; if anything doesn&#8217;t sound right, doesn&#8217;t ring true (that&#8217;s supposed to); if there&#8217;s anything clumsy or unwieldy about <em>your<\/em> delivery of the lines, or the way the lines connect to each other; then you need to revise your draft.<\/p>\n<h5>9. Revision &#038; Repeat<\/h5>\n<p>    It follows that you will need, from time to time, to replace or revise what you&#8217;ve written. It doesn&#8217;t happen more often than, say, two times in three. Sometimes, that&#8217;s simple, sometimes it really is hard work &#8211; especially if there&#8217;s a mismatch between what you want to say and what the vocal guide wants to permit you to deliver. When that happens, or the less extreme problems, there is a clear sequence of revision, repair, and re-test.<\/p>\n<p>    That sequence:\n    <\/ul>\n<ul>\n<li>If you know the problem, fix it and go back to step 8.\n<\/li>\n<li>Change\/Revise the &#8220;soft&#8221; content and go back to step 8.\n<\/li>\n<li>Change\/Revise the Mode of Expression and go back to step 8.\n<\/li>\n<li>Change\/Revise the &#8220;hard&#8221; content without changing the essential message and go back to step 8..\n<\/li>\n<li>Choose a different &#8220;voice&#8221; and start over at step 6.\n<\/li>\n<\/ul>\n<ul>\n<h5>10. The Final Rehearsal<\/h5>\n<p>    I always like to then go away for a day or two &#8211; but can usually only afford half-an-hour or so &#8211; before having one last rehearsal, a final &#8220;systems check&#8221; &#8211; if the speech to be delivered is important enough. With this final rehearsal, I purposefully pretend to have players interrupt me in the middle of the longest paragraph, second-guess what is to be said, and think about how the speaker will cope with that.\n<\/ul>\n<h3>The Uncommon Process: Special Oratorial Demands<\/h3>\n<p>Oratory &#8211; making a good speech &#8211; is a much harder thing to do well, even in pretense. The writing process is the same, but every aspect of the process must be more precise and accurate. You can take fewer liberties with the hard content. The choice of &#8216;vocal guide&#8217; is even more important. Your writing must rise to the simulated occasion, too. Most difficult of all, you have to hold the attention of a group of restless players who are also only pretending to be interested.<\/p>\n<p>Whatever the length of the speech as it would be delivered in real life, you have 1\/4 of that &#8211; at best. Under no circumstances should your speech take more than 5 minutes, and 3 is preferable. You achieve this by picking out the important parts and delivering the rest in narrative synopsis.<\/p>\n<p>There is often a minimum length if you have information to impart in the course of the NPCs exposition. Despite this, you have to find <em>some<\/em> way to break it up and enhance player engagement.<\/p>\n<p>Way back in <a href=\"https:\/\/www.campaignmastery.com\/blog\/the-psychology-of-maps\/\" rel=\"noopener\" target=\"_blank\">Lessons From The West Wing II<\/a> I mentioned an episode of the TV show, &#8220;<a href=\"http:\/\/westwing.bewarne.com\/second\/38somebody.html\" rel=\"noopener\" target=\"_blank\">Somebody&#8217;s Going To Emergency, Somebody&#8217;s Going To Jail<\/a>&#8220;. Most of that article is derived from the C-plot of the episode, about maps and their psychological and social impact; back then, I barely mentioned the B-plot, in which one of the characters is instructed by the White House Chief Of Staff to go meet a bunch of protesters complaining about Free Trade. Once at the meeting, he engages with a female police officer who is there to protect him. After taking control of the meeting, he can&#8217;t resist lecturing them on how to do it right. Nevertheless, he attempts to get them to raise a concern for discussion, after predicting that nothing will come of it. One makes a point that may or may not be reasonable; the rest of the room erupts in cheers and chanting, never permitting the character (Toby) from responding. After another scene or two, he synopsizes the &#8216;tricks&#8217; of good speech-writing for the officer before resolving the point raised by the protester (and a whole bunch of them that they never got to raise).<\/p>\n<p>In fact, the whole series is full of good writing for intelligent characters. But I don&#8217;t want to get too far off-track. If you&#8217;re interested, you can still get the complete series of <a href=\"http:\/\/amzn.to\/2rRMaqf\" rel=\"noopener\" target=\"_blank\"><strong>The West Wing<\/strong><\/a> from Amazon, though numbers are getting scarce and prices going up; you&#8217;ve probably missed your best chance at a bargain.<\/p>\n<p>There are other speeches in movies that are worthwhile in terms of studying oratory and how personality mixes with it. The &#8220;Greed Is Good&#8221; speech by Gordon Gecko in <a href=\"https:\/\/amzn.to\/2MLTevX\" rel=\"noopener\" target=\"_blank\"><strong>Wall Street<\/strong><\/a> <em>(link is to the cheapest copies on offer at Amazon at the time of writing).<\/em> Many of the speeches \/ monologues \/ extended dialogues with &#8220;Larry The Liquidator&#8221; in <a href=\"https:\/\/amzn.to\/2Tupo1z\" rel=\"noopener\" target=\"_blank\"><strong>Other People&#8217;s Money<\/strong><\/a> <em>(link is to the version most widely-available at Amazon, numbers are very limited).<\/em> Most of Sir Humphrey Appleby&#8217;s dialogue in <strong>Yes, Minister<\/strong> <em>(<a href=\"https:\/\/amzn.to\/2G9ymyb\" rel=\"noopener\" target=\"_blank\">book<\/a> (quite affordable), or <a href=\"https:\/\/amzn.to\/2DSVX3L\" rel=\"noopener\" target=\"_blank\">DVD Box Set<\/a> (VERY limited numbers))<\/em> and <strong>Yes, Prime Minister<\/strong> <em>(<a href=\"https:\/\/amzn.to\/2TAe589\" rel=\"noopener\" target=\"_blank\">book<\/a> (plenty of affordable copies), or <a href=\"https:\/\/amzn.to\/2GkNp7j\" rel=\"noopener\" target=\"_blank\">DVD Box Set<\/a> (some affordable copies &#8211; grab one while you can!))<\/em> (As a final alternative, both TV series are available <a href=\"https:\/\/amzn.to\/2S7z6tZ\" rel=\"noopener\" target=\"_blank\">in a single box set<\/a> with very limited copies but still relatively affordable, Region-2, requires multi-region DVD player &#038; TV).<\/p>\n<p>The less important a speech is, in game terms, the less reason you have to present anything more than a soundbite or two &#8211; a &#8220;grab&#8221; on the evening news, for example. The more important a speech is, the more important it is to take the time to get it right, in roleplaying terms, which often means writing more of it than you need and then cutting ruthlessly.<\/p>\n<h3>Delivery Technique<\/h3>\n<p>Time-shift. It&#8217;s game day, and time to present your polished prose to the players. All your prep efforts, above, have been leading to this &#8211; if you blow it, all that work has been wasted! Which means that it&#8217;s time to discuss delivery technique.<\/p>\n<ul>\n<h5>Before Opening Your Mouth<\/h5>\n<p>    Before word one, there are two things that you have to do.<\/p>\n<p>    The first one is to relax and forget the pressure to &#8220;get it right&#8221; &#8211; those are the sort of things that lead to mistakes being made. Instead, tell yourself that there&#8217;s no harm done if you make a mistake, you&#8217;ll just fix it and move on. The players <em>know<\/em> you aren&#8217;t a skilled politician, you&#8217;re just pretending. Take your time (there&#8217;s a tendency to speak too quickly in these circumstances, or to miss important words or lines) and get it close enough to right. Plan to throw in little narrative asides to cover anything that you miss.<\/p>\n<p>    The second is to fix your &#8220;vocal guide&#8221; in mind. You are about to do your best to pretend to be him or her pretending to be the character that is speaking.<\/p>\n<h5>Priority One: Communicate<\/h5>\n<p>    I mentioned earlier that you had a number of priorities to keep in mind &#8211; and now is the time to do so. The first priority is to deliver the &#8216;hard content&#8217; accurately and in such a way that the information reaches the listening players. Depending on the circumstances, that might require foregoing everything else in favor of volume.<\/p>\n<h5>Priority Two: Communicate<\/h5>\n<p>    Priority two &#8211; less only than priority one &#8211; is to deliver the content that you want to imply.<\/p>\n<h5>Priority Three: Communicate (are you noticing the theme here?)<\/h5>\n<p>    And your third priority is to <em>represent the speaker,<\/em> using the soft content and any modes of expression. This is mostly delivering his or her personality in an accessible form to the players&#8217; attention but there&#8217;s a little more to it than that &#8211; you want to bring the character to life in a way that you can achieve repeatedly, preferably at a moment&#8217;s notice (assuming that this character can, and eventually will, recur).<\/p>\n<h5>When To Breathe<\/h5>\n<p>    Try to only breathe at the end of complete sentences, because players will often treat these pauses as invitations to interrupt. Fortunately, you listened when I advised you to prepare for that, right?<\/p>\n<h5>Pace &#038; Tone<\/h5>\n<p>    It&#8217;s really easy for your intentions in this department to get lost in the shuffle. It&#8217;s better to be redundant by providing a narrative impression than it is to maintain the flow of the performance <em>except when delivering the &#8220;hard&#8221; content.<\/em><\/p>\n<p>    I&#8217;m rubbish at putting on fake voices, and know it &#8211; so I rely on Pace and Tone and the little accent touches to do the hard work. You can, too. Above all, avoid lecturing the players, even when delivering a lecture in-game!\n    <\/ul>\n<h3>Final Advice<\/h3>\n<p>I have two pieces of final advice to offer on the subject.<\/p>\n<p>First, be aware of the difference between nuance and subtlety. Nuance is the fine manipulation of what you are saying and how you are saying it, but nevertheless making overt changes. It&#8217;s all about control and finesse. Subtlety is about using layers of texture to communicate more than is apparent on the surface. The latter is often lost when you have to speak up loud enough to be heard over other noises, while the former can often be preserved, at least partially. Sacrifice those overtones that you have to, in order to succeed in higher priorities on the day.<\/p>\n<p>Second, be aware that it isn&#8217;t necessary to load everything into one passage of dialogue or speech. If each contains some element directed at a secondary or tertiary priority, the effects of these will accumulate and compound &#8211; so long as they are compatible.<\/p>\n<p>We all know how to speak to someone else. Make that your starting point.<\/p>\n<h3>A Note regarding the lack of examples<\/h3>\n<p>I was originally going to include at least one example in this article, but have never found a really satisfactory way of letting people see the creative process. If I could have explained the process more clearly, it might have been possible, but right now, any example would have more holes and more exceptions than you could poke a stick at.<\/p>\n<p>Nevertheless, I would have included some &#8220;finished examples&#8221; &#8211; if I hadn&#8217;t done so already, in the article where this subject was last mentioned in any serious way, <a href=\"https:\/\/www.campaignmastery.com\/blog\/basics-for-beginners-10\/\" rel=\"noopener\" target=\"_blank\">Basics For Beginners Part 10<\/a> which includes numerous ones and further advice on formatting your words.<\/p>\n<blockquote>\n<h3>On A Completely Unrelated Topic<\/h3>\n<p>Those who get their news about new posts through Google+ should be aware that in early April, two months from now, Google is beginning to shut the service down and delete all files that are held by its service aside from photos.<\/p>\n<p>I&#8217;ll continue posting notifications about new articles for as long as I can, but it&#8217;s time to start thinking about alternatives. I always post announcements through my twitter account <a href=\"http:\/\/www.twitter.com\/gamewritermike\/\" rel=\"noopener\" target=\"_blank\">@gamewritermike<\/a> (though I also post a lot of stuff that isn&#8217;t RPG related there) and also through a Facebook page that exists for no other purpose (<a href=\"https:\/\/www.facebook.com\/CampaignMastery\/\" rel=\"noopener\" target=\"_blank\">Campaign Mastery on Facebook<\/a>) &#8211; but that doesn&#8217;t seem as reliable, it won&#8217;t even show me the last 2 weeks&#8217; posts. Or you can subscribe directly to the blog and get announcements direct to your email inbox from the top of this page (hopefully all that is still working, Johnn set it up years ago)!<\/p>\n<p>Whatever you choose, you will need to take action soon, so it&#8217;s time to start thinking about your options.\n<\/p><\/blockquote>\n","protected":false},"excerpt":{"rendered":"<p>In the course of compiling the Blogdex &#8211; an ongoing task at this point! &#8211; I became aware of a category that had never been dealt with properly at Campaign Mastery at any point of our ten-year history, that is at the same time, a vital skill for a GM to have up his sleeve. [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false},"version":2}},"categories":[1],"tags":[],"series":[],"class_list":["post-23436","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p1toiD-660","jetpack_sharing_enabled":true,"jetpack-related-posts":[],"jetpack_likes_enabled":true,"_links":{"self":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts\/23436"}],"collection":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/comments?post=23436"}],"version-history":[{"count":7,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts\/23436\/revisions"}],"predecessor-version":[{"id":23444,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts\/23436\/revisions\/23444"}],"wp:attachment":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/media?parent=23436"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/categories?post=23436"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/tags?post=23436"},{"taxonomy":"series","embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/series?post=23436"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}