Peter Oliva
Chris Labonville
Mike Vandergrift
Mike Lejeune
Chris Warter
Mike Unknown
Hargrid Tenslayer
Staff Details
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| Volume 1, Number 2 |
June/July 1999 |
Interview with Eric Boyd
By Kimberly Moser <Chittlin@aol.com>
Welcome! What follows is an interview with Eric Boyd.
Kim:
Eric, you are a veteran listmember, a published author of gaming material and a guru on the trivia of the Realms. Yet, despite all the coverage you give and the information you relate, we know very little about the person behind the name. Could you please begin by telling us a little background about yourself and your interest in things fantastical?
Eric:
To paraphrase "The Princess Bride," I guess the easiest place is to begin at the beginning. I'm a voracious reader, and I've been reading all sorts of books since I was a little kid. When I was 5 or 6 years old, I decided I was ready to read my first "real book." My mom sent me up to the attic to find something to read, and I came down with "The Jungle Book." She was a little dubious about the difficulty of my choice, but I plowed right through it. Kipling's tale must have struck a chord with an inborn love of the fantastic and strange new worlds, as I quickly gravitated to science fiction and fantasy novels. I think Anne McCaffrey was my favorite author and Pern my favorite world when I was growing up, but I also loved the fantastic landscapes of Piers Anthony, Isaac Asimov, Arthur C. Clark, Robert Heinlein, J. R. R. Tolkien, and all the other classics of those genres. In fact, I went through my own books so fast that I was always running out of things to read. In desperation, I'd usually have to borrow books from my younger sister until we could go to the library again, so I've probably read more "teenage girl" books than I should ever admit.
When I was 11, the son of some of my parents' friends introduced me to D&D. We spent two hours rolling up an elf (using the old Basic D&D rules). My character was killed by 3 goblins in the second room of the dungeon - you're really dating yourself if you know which published adventure I'm talking about-before our parents made us stop for the night; I've been hooked ever since. I played off and on through high school, with my favorite character being Sapphire VII, seventh in a long line of identical magic-users and the first to survive an entire dungeon crawl. Unlike many gamers, I basically stopped playing AD&D in college, although I didn't stop buying products to read, but then I picked it back up again in graduate school.
Through four years of graduate school, I ran a Forgotten Realms
campaign that rarely strayed beyond the Haunted Halls, despite
my intention to use that dungeon as simply a jumping off point.
When we weren't gaming, instead of doing research or writing my
dissertation, I preferred to write all sorts of homegrown
Realmslore, much of which I still draw on today to slip into
products I write. The Realms list started up in its first
incarnation around that time as well ('91 or '92, if I recall
correctly), and my interest in Ed Greenwood's world really took
off. Fortunately, I had bought every single Realms product
released up until that point, so I had a wealth of material at
my fingertips. The opportunity to chat with folks such as
Sylvain Roberts, Bobby Nichols, Alistair, Moonsong99, and many
other early listmembers about Realms esoterica morning, noon,
and night fed my addiction, and I've been a regular contributor
to the Realms list (through half a dozen or so incarnations)
ever since!
After finishing my doctorate in computer science and engineering,
I graduated to the "real world." For me that means writing
performance analysis tools for a large computer company and
freelancing for TSR. I'm also engaged to an incredible woman who
doesn't mind me hanging a large picture of Garagos (the original
painting for Powers & Pantheons) on the study wall and who has
taken up gaming willingly. We get together with a local gaming
group on a semi-regular basis, and we're both involved with an
ongoing PBEM. To top it off, we're planning on getting married in
a real castle at the end of the summer!
Kim:
You have been a leading voice on the Realms Lists even dating back to the old TSR Online at AOL. How do feel the lists and discussions have progressed? Are there any trends you, personally, would like to see thrive or even die out?
Eric:
Actually, to date myself even further back, I was a member of the Realms list before TSR Online presence on AOL. (For the curious, I just turned 31.)
To answer the question asked: Overall, I am very content with how the lists and discussions have progressed. Many of the things I would prefer to see change seem to be symptomatic of email lists in general, so some of the things I might wish for are basically tilting at windmills.
I am very happy with the emergence of a "self-regulated" community
of posters in the Realms community. The FR FAQ and the creation of
both moderators and monitors build on the traditions of the
earliest days of the "online Realms community" in a good and
productive fashion. The FAQ seems to have "broken the back" of
numerous recurring and silly threads that were brought up over and
over to no real end. The moderator and monitors seem to have
tamped down what little "abusive" behavior there has been,
although fortunately the Realms community has always had a high
signal-to-noise ratio.
I also applaud the rising interest among posters in contributing
to the ever-growing body of Realmslore. It seems to me that an
increasing percentage of FR fans are willing to really learn about
the world and then contribute to it in a logical and consistent
fashion. To my mind, this is what makes the Realms "live" as a
world, one of my primary sources of motivation for writing.
Unfortunately, many projects die out rather quickly and
predictably, following a familiar and somewhat depressing cycle.
The good news is that, in my opinion, as a community we are making
progress towards establishing processes to keep the enthusiasm
"alive." The Arylon project in particular seems to have created a
structure through which an ever changing roster of fans can
contribute to a growing creation without relying on the unflagging
enthusiasm of a single individual or small group. I hope other
projects achieve the processes, critical mass, momentum needed to
cross this threshold.
I would like to see the Realms community produce a regular
"magazine" of the quality evinced by the Oerth Journal submission
(see http://members.xoom.com/cogh) or a website of the quality
produced by the Kargatane (see http://www.kargatane.com). In many
ways, the Realms community has been spoiled by the large number of
products TSR has produced for the game line, and I think this has
impeded efforts to develop our own body of quality work in an
online forum. The first issue of the Forgotten Times (Forgotten
Trails?) seems like a great step in that direction, and I hope it
develops sufficient "legs," as it were, to survive the inevitable
changes in editors and in the roster of regular contributors. I
will caution that the first issue is, relatively speaking, the
easiest to produce. Getting to issue three or five or ten is the
hard part.
Kim:
Are there any thoughts or advice you can give to the fans and
novice writers with regards to campaigns, or actual submissions
to Dragon, Dungeon and Polyhedron?
You have been writing articles for Polyhedron and Dragon for
years. In the recent past you were brought in as a freelancer to
do things like Powers & Pantheons, and Demihuman Deities. How
did you make this transition and how has it affected you?
Eric:
I'll take a stab at these two questions together. The short
answers: "Keep at it," "Dedication coupled with a strong dose of
luck," and "Greatly."
The long answers:
TSR has always laid out a very clear path to writing articles
and gaming products, something that most gamers fantasize about
at some time or another. In the past couple of years, I've gotten
quite a few private emails asking how one gets published by TSR,
how to submit an article to a TSR publication, or how to get a job
with TSR as a freelancer. Getting published takes writing ability,
persistence, and a little bit of luck.
Whatever the goal, I recommend beginning by submitting articles
to the periodicals along the lines of what they are currently
publishing, saving more radical ideas for after a few articles
have been accepted for publication. Looking through the past dozen
or so issues of a periodical for content, style, and theme should
provide a sufficient base of examples from which to begin. Quality
of writing and presentation are very important. Submissions should
be at least of sufficient quality to merit an 'A' in a college
freshmen writing class. Spelling errors, bad grammar, poor
punctuation, and unreadable formatting almost immediately
disqualify a submission. Follow the submission guidelines
carefully, and write prolifically. Don't be discouraged by
rejection. Eventually, if you keep raising the quality of your
work and you listen to feedback from the editor, you have a good
chance of getting published in one of the periodicals.
As far as I know, the folks at TSR are not (and have never been)
interested in publishing a "work" brought to them by a fan, except
in the context of Dragon, Dungeon, or Polyhedron. Even if you
write a "Complete Half-Orc Handbook" of better quality than
anything TSR has ever published, it's just not going to get
published unless it can be pared down into an article for one of
the above-mentioned publications. This creates the obvious
difficulty that not every topic an aspiring author might want to
write about is appropriate for any of the established forums.
Nevertheless, if you want to get published, you have to write
articles for periodicals (at least initially), and they have to
be along the lines of standard articles written for a publication.
TSR does not take manuscripts and say, "Hey, this is neat. Let's
publish it as a product." Instead, the mangers determine the list
of upcoming products in-house in consultation with designers and
then assign them to designers and a small number of freelancers.
If you really want to write for TSR as a freelancer, follow the
above-mentioned route to get published in the periodicals. Once
you become a regular contributor, the editor will hopefully come
to "trust" you and your abilities, and you might be called on to
write a specific article to fit a need. Over time, if you prove
you can be relied upon, can write well, can write to
specifications, and have the motivation to keep at it, then and
only then might you get a chance as a freelancer. Unfortunately,
TSR seems to be decreasing its reliance on freelancers of late.
Finally, the brutal truth is that you can make a lot more money
as a website designer than you can as a TSR employee or as a
freelance game designer. Recognize the amount of effort it will
take and the degree of commitment you need to have before
embarking on such a course. I would only recommend taking the
plunge if you really enjoy writing and enjoy the hobby for its
own sake. Actually getting published should simply be the icing
on the cake for an unstoppable creative drive.
I basically followed this route myself. I joined various
electronic Realms forums and really learned the setting. I began
to write homegrown Realmslore and shared it with the electronic
community. I really worked on my writing skills. Eventually, I
got the nerve to submit an article to Polyhedron. My submission
was strange enough that Skip Williams (the editor at the time)
accepted it for publication in Polyhedron #60. (For the curious,
I'll admit only that it involved an ettin druid and a helm of
alignment change. Think about it.) Then I got really interested
in all the obscure gods of the Realms that no one else seemed
to care about or know about. I wrote this ridiculously long,
50-page article on the gods and sent it to Dragon. It was
rejected. I worked on it a bit and sent it to the Realms group
at TSR. It was rejected (by Julia Martin, no less). I kept
working on the article, and Dave Gross (the editor at the time)
finally accepted it to Polyhedron as a regular column.
Here's where the luck part comes in. Just as my "Forgotten
Deities" column was taking off, several folks at TSR became
active participants (or at least attentive lurkers) on the Realms
list. Julia Martin was one of them, and, as it turned out, she
had just embarked on the monumental task of writing Faiths &
Avatars. As I posted a lot to the Realms forum, I started
responding to a lot of her questions about obscure gods, and
gradually we started having a lot of private email discussions
about the pantheons of the Realms. As one might guess, the task
of writing one of the god books is immense, and Julia was strapped
for time. I started helping her, first by looking over and later
by working on god write-ups she had partially completed. The fact
that I was regularly contributing a column to Polyhedron, the fact
that I had completed a doctoral thesis, and the fact that I knew a
lot about the Realms convinced Julia and Thomas Reid to take a
chance on me. (In other words, they were pretty sure I could write,
and they were pretty sure I could complete a large project.) So TSR
hired me to write up the Mulhorandi and Untheric pantheons as well
as a chapter on artifacts. I completed my assignment on time and to
their satisfaction. Then, because the book still wasn't done, I
kept working on various other god write-ups in the Faerunian
pantheon.
As it happened, nothing I was officially contracted to write
actually appeared in Faiths & Avatars, but lots of stuff I wrote
"unofficially" to help out did fit. (The write-ups of Torm and
Mielikki in particular draw very heavily on material I developed
for two PCs in my home campaign.) Thus it was a logical
development that I got asked to write Powers & Pantheons, given
that I had already written up most of the gods either in
"Forgotten Deities" or while under contract for the previous
volume. As for the artifacts chapter, TSR simply moved it to
Volo's Guide to All Things Magical. Since Powers & Pantheons
went well, after the "Time of Troubles" at TSR I got asked to
write Demihuman Deities and the Adventurers' Guild module that
went with it. That in turn led to my most recent Realms project
- which I turned over in December 98 and which should appear in
Q4 99-and my current Realms project-which will appear in 2000.
I've also gotten my name on the inside cover on several occasions
by "pitching in" or "heavily reviewing" an early draft of other
products.
As for how it has affected me, I'd have to say in many ways. I
enjoy the recognition I get for my writing, even among my non-
gaming friends. I really get a thrill walking into Barnes & Noble
and seeing my book on the shelf. Although the money is nice, it
certainly isn't enough to live on. However, by supplementing my
income, freelancing lets me buy a lot of toys and add a little
bit to my savings. There are downsides as well. I spend most of
my evenings and weekends writing. My "hobby" has become a job, at
least in part, which means that gaming does not provide me as
much relaxation as it used to. Overall though, the experience has
been wonderful. Personally, I thrive by exercising my technical
and creative sides, and, between work and freelancing, I'm never
bored intellectually.
Kim:
Over the recent weeks there have been rumors abounding that you
are working on things for Greyhawk. If you are working cross-world,
how does your work differ from project setting to project setting?
What do you see as tickling the fancy of the Realms gamer as
opposed to the same for the Greyhawk fan? Are there truly any
differences between the two?
Eric:
I haven't heard any such rumors, but maybe that's why they're
floating about: no one has asked me until now. As I mentioned
above, the truth is that I am not currently working on any
Greyhawk projects except for the occasional Polyhedron article,
the occasional Oerth Journal submission, and a small unofficial
contribution to someone else's product. (You should be able to
figure out which one when you see the TSR catalog for Q4 99 or
Q1 00.) I suspect the rumors concern the possibility of a Faiths
& Avatars-style product for the World of Greyhawk. While I would
not be opposed to doing such a product, I am not currently
working on one.
As for the other question, that would be a "religious issue" in
the parlance of most computer scientists. In my opinion, in their
original form (i.e. the original boxed sets), there was not a lot
that was different between Greyhawk and the Forgotten Realms. Both worlds were presented as quasi-medieval
Tolkienesque worlds, with wizards, priests, warriors, and rogues wandering about
battling all sorts of mythological monsters. The major difference was that the
Realms boxed set was more focused on city-states and wilderness, while the
Greyhawk boxed set was more oriented towards contiguous nation-states. However,
a decade or more after their first publication, I think the worlds have diverged
significantly in "style," albeit not through any conscious design. The Realms
has had so many products published for it that it has become very attractive to
DMs who thrive on discovering layer upon layer of lore and linking it all
together. Since most of those products were written in the narrative-driven
AD&D2 style, it became an ever evolving character-driven world. In contrast,
Greyhawk, by virtue of being essentially neglected for a decade or so, preserved
the stark AD&D1 style in which settings were presented as simply as possible and
DMs were left to come up with the entire story.
Is either approach "better?" In my opinion, not really. Both worlds require a
great deal of dedication and creativity on the part of the DM. However, most DMs
seem to fall in one camp or the other, with little understanding of how the
other could be appealing or challenging. So what does this mean for game
designers? Given the precedents laid down by previous products, I would argue
that a top-notch Realms product is incredibly rich in history, characters,
adventure hooks, and tangential asides. It should weave together obscure
references in numerous other products, add new layers to old secrets, and hint
at new secrets. The PCs should be the heroes able to influence the course of
events, but their actions are fraught with danger as they weave their way
through never-ending struggles between the various "great powers" of the world.
In contrast, I would argue that a top-notch Greyhawk product should cover a much
broader sweep of the world, laying out a skeletal framework and leaving the rest
up to the DM. Characters and locations should only be briefly touched upon, and
it should be possible for the DM to weave countless stories through the same
framework. The PCs should be heroes of more legendary stature, able to influence
the history of nations if they so choose.
Kim:
I know you have been an active voice for many list-subscribers and some of the
projects currently underway. You are enigmatic, yet very easy to approach and
you are always courteous in your responses. What would you like to see from us
and how can we help you? Also, are there any sneak-peeks you can give us?
(Like . . . is there a Humanoid Pantheon book on the way?)
Eric:
This may seem a pipe dream, but I would like to see the online Realms community
spend more effort working to extend the information we have about the Realms,
and less time debating what should and should not be.
For example, one of the unstated tenets of the current team of Realms designers
is that "there are no mistakes." What I mean by this is that errors in fact or
consistency should be avoided as much as possible, but those that do slip in are
opportunities to be exploited rather than problems to be ignored. For example,
to pick on the two original creators of TSR's Realms, Jeff Grubb and Ed
Greenwood, in their novel Cormyr: A Novel, it is stated that the Obarskyrs came
from Impiltur to settle The Forest Kingdom. When reading this, one might recall
that FR6 - Dream of the Red Wizards claimed that Impiltur had been founded circa
1000 DR, approximately a millennium after the founding of Cormyr. Was this a
"mistake?" Yes. Is it an "opportunity?" Absolutely. All of a sudden, we have
"proof" that Impiltur's history is longer than we thought. It looks like there
was an "Old Impiltur" and a "New Impiltur" and that "Old Impiltur" collapsed
into city-states. This suggests a host of new questions: Why did this happen?
When did it happen? What cities got destroyed, leaving only ruins for
adventurers to pick over? What prized treasures got lost, and now wait to be
found by adventurers? From one simple mistake we have a host of new adventure
ideas.
As another example, when writing Demihuman Deities I decided to include
Urogalan, the halfling god of earth and death, as he had been included in the
halfling pantheon detailed in Monstrous Mythology. One thing I noted is that his
symbol is a black hound. This got me thinking about the fact that "black hounds"
look a lot like onyx dogs, a type of figurine of wondrous power detailed in the
Dungeon Master's Guide. Inspired, I decided to link the two, and suggested that
most or all onyx dogs found in the Realms were created by halfling priests of
Urogalan. Sure it's only a little tidbit, but it adds another little piece of
Realmslore to the puzzle and makes two otherwise unrelated aspects of the Realms
slightly more interesting.
What would be great to see more of from folks in the online Realms community is
to connect similarly unrelated pieces of Realmslore and then take such ideas one
step further. For example, I decided to link onyx dogs with the church of
Urogalan, so let's think about what are the logical implications. Are all
figurines of wondrous power created by halflings? If so, which of the commonly
known types of figurines are made by which faiths and by which communities? Is
there a reason that halfling cultures creates these kinds of artifacts? Is there
something in the halfling personality that ties into to this link? Are such ties
reflected in halfling lore and mythology? By asking these types of questions,
our shared world grows in a logical fashion with unexpected results. From a
gaming standpoint, I now have a host of ideas to incorporate into the design of
a halfling tomb or ruined temple, something I bet my players have never explored
before.
As for upcoming products, I wouldn't count on a Humanoid Pantheon book any time
soon, but, if you'd really like to see one, send mail to folks at TSR like David
Wise (wiseguy@wizards.com). While I can see the merits of doing a fourth F&A
style book, I think that we have certainly given DMs enough examples already to
construct their own write-ups, as needed. Thomas Costa and the Exultant Tiefling
have certainly done a wonderful job with the gods they have written up for the
'More Gods" project (http://www.geocities.com/Area51/Vault/9974), and interested
contributors could certainly embark on some of the humanoid pantheons.
TSR hasn't given me permission to talk about my recent endeavors yet, so I all
can say that I have been working on Realms products of late, and that they are
in the pipeline to be released late this year or sometime next year. As for the
topics, let me say simply that both cover areas for which folks have asked for
more Realmslore for quite some time. The first one I wrote, while the second one
I'm in the process of co-writing with two other authors. To my delight, both
products are chock full of Realmslore and absent of any "rules." In other words,
they've been great fun to write and they should give folks plenty to talk about.
Kim:
As a consumer of products produced by TSR/WotC, what would you like to see that
hasn't yet been done? What have you seen too much of and how would you make it
better?
Eric:
I can still remember the anticipation at my local hobby shop when the Dungeon
Master's Guide-First Edition, of course!-was released. No one was sure if that
was a demon or an efreeti on the cover, but we were all convinced it would be
much easier to run a campaign than with that long-anticipated tome in hand than
it had been with just a Monster Manual and a Player's Handbook. Since then, TSR
has released huge number of products, and I've bought the majority of them.
These days I can predict pretty accurately which products I'm going to like and
which ones are going to be skimmed once and then left to gather dust on the
bookshelf from the catalog write-up alone.
I would like to see products that combine the strengths of the Arcane Age line
with regional supplements. In other words, I would like a product that gives the
DM sufficient details to run a campaign at any point in a 1000-year timeline.
Such a product would chart the evolution of enduring sites (like castles) from
construction to ruin to rebirth, through the life of half a dozen different
realms. It would chart the history of specific magic items (like the sword of
lordship wielded by a long-extinct line of barons) from its crafting, to its
loss, till it is reclaimed, through the lives of a dozen wielders. For me, this
level of detail would add a level of richness and detail lacking from many
campaigns. When the PCs explore a dungeon or find a magic sword in such a
setting, I'd like to know the history of such a site or item through multiple
incarnations, not just one or two. The castle should not just have been the home
of the vampire prince, but also an orc tribe, a paladin bandit, and a shelter
from the rain for local shepherds at various times in its history. The ebb and
flow of the castle's history should be interwoven with the history of the region
as a whole. A sword should have a name, powers, and history, but that history
should be tightly coupled with the region's history. I want to know what the
bards sing about it and what a legend lore spell would reveal.
If I have a complaint with Realms products, it stems from the split personality
of books and game supplements. Too often the game products are forced to play
"catch-up" to world-shaking events unleashed in novels, and sometimes novels are
moved out later in the timeline to match the "current year" of the game
products. I wish TSR would integrate their book and game setting lines under a
single management structure, as I think increased coordination would improve the
quality of both.
Kim:
How do you view and use information in the novels as opposed to information in
the game products? Should the two lines be independent or co-joined? In your
opinion, how have the recent products compared to past products? Do the
designers and editors make a distinctive difference in their approaches to the
products?
Eric:
Novels are a great way to bring a gaming world "alive," and novels set in the
Realms frequently bring to life an aspect of Faerun that I might otherwise
overlook. I routinely recommend novels to players if I think they will help the
player better appreciate the setting. I also draw on novels as a ready source of
"parallel stories" that I can feed as rumors to player characters whose own
adventures are unfolding concurrently. However, I rarely have characters brought
to life in novels make cameo appearances directly in my campaigns, as for me it
is enough to know that other stories are unfolding across the Realms, creating a
tapestry of interrelated tales. Although the beautiful half-elf at the next
table with an unusual two-handed fighting style might very well by Arilyn
Moonblade, her story is just one of many, and for me that makes the Realms come
alive.
In a shared world like the Realms, great game supplements contain the seeds of a
hundred tales, and great novels contain the seeds of a hundred adventures. I
believe there are some stories that are best suited for fiction, as opposed to
game supplements, and the converse holds true as well. For me, the best novels
are ones that tell an important story, yet not a story that necessarily impacts
on all other stories unfolding concurrently or in the future. My favorite
example of a great Realms novel is Elfshadow, by Elaine Cunningham. It tells an
important story about the events surrounding the death of King Zoar of Evermeet,
yet it does it in such a way that the reader can easily imagine that equally
interesting stories are unfolding across the street, around the corner, outside
of Waterdeep, and across the Realms. In addition, while the events in the novel
are considered part of the Realms "canon," a Dungeon Master need not read the
book to fully enjoy overlapping game supplements.
I think that novels and game supplements should be closely coordinated, much
more than has historically been the case, but not necessarily tightly linked in
focus. For me, an ideal novel (or trilogy of novels) explores an aspect of the
Realms in such a way as to make the reader want to run a character or campaign
in the story's setting. Novels that largely invalidate a preexisting game
supplement or that resolve too many adventure hooks without creating equal or
greater number of new ones never fail to disappoint me. Likewise, game
supplements that focus overmuch on the characters in a related novel or that
convey the impression that a novel resolved all of the important problems are
also poorly crafted. I do believe that novels should advance the timeline, but
they should do so in a slow and careful manner that works well with the slow
advance of history in the game products. The world of the Forgotten Realms has
never been a wholly static setting, and I believe that most fans of the world
are drawn to the sense of "stories in progress." Novels that both tell a great
tale and add to the "meta-story" of the Realms leave me eagerly awaiting the
next offering, whether it is a novel or a game supplement.
Excluding products that I have worked on, my impression, as a fan of the
setting, is that the quality of game supplements has vastly improved in recent
years. The number of ties between products, the degree of attention to detail,
and the sense of history contained within have vastly increased of late. I
actually don't think the quality of the novels has varied that much since the
release of the old gray box set, as the proportion of "hits" and "misses" seems
fairly constant from year to year. Certain authors consistently choose good
stories, create interesting characters, and work well within the shared world of
the Realms, while others never seem to match my image of the setting, don't
integrate their stories into the "meta-story" tapestry, and/or routinely "blow
up the moon." Of course, my list of hits and misses is by no means universally
agreed upon by all readers, a difference in taste that suggests that the book
department has a lot of differing expectations to fulfill.
Authors, game designers, editors, and artists all make a huge difference in the
"feel" of a product or a novel. Each contributor has his or her own distinctive
"style," and each position brings its own set of constraints. I've had the
opportunity to see early drafts of many products, and in every case, the final
product bears the distinctive imprint of each person to contribute to the
overall effort. Comparing editors and designers in particular, it's been my
experience that designers create the general theme of the product and at least
broadly define its approach. The role of the editor varies widely: In some cases
all that is necessary is to "clean up" the product, while in other cases the
editor serves to focus the product or (in the worse-case) do a partial redesign
if the draft really needs work.
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