Eh...I think to be honest quantity isn't everything, I was rather just remarking on how long some of the AARs I've read are. They go on for years and years of detailed worldbuilding and backstory, and most have been in HOI. But I will say there are others in other forums, and I think all of them are when an Author decided to be ambitious and create an entire universe, including modern day portions looking back at the period of interest in that universe. I find many of these very compelling, but it is also incredibly difficult to get into many of them as you can imagine. Some are just really
really interesting though, like Pip's work which for the most part is actually long essays on a very specific part of early 20th century
something, whether that be tractor design or argentine beef imports. I think that's quite easy to opt in and out of, whilst long running narratives are occasionally hard to keep up with (especially if you are Coz1 and a machine at writing constant updates on what the House of Wessex is doing every day
).
Umm...there are months between updates. At least in the lives of my characters.
That said, I would have to agree. One of the reasons I split up the Wessex tale as I did was to isolate the specific stories rather than have one, long continuous work go on and on (which it has, more or less anyway) for nearly three years. It is easier to do in a 400 year history than for 80 or 5/6 years, but the games provide for a deep and compelling universe built different than our own. I think the point of length and/or success is how one approaches it. I can think of @jwolf's son's Holstein game or any story by the great
@Storey and see a specific thing trying to be told. The adventures of
@Farquarsen or
@nalivayko ...never ones to hold on too long and simply moved towards their goals. The great
@Peter Ebbesen - when he was done telling the story, he was done.
Contrast that with what has become somewhat of the norm over the last fifteen years. When AAR writing began on this forum, they were logs of the game. Literally screenshots of the game log. They have obviously advanced from that time. Characters were introduced and story lines that weren't really part of the game but made the stories more interesting. Some writAARs (not me) knew how to isolate what was truly important. Others (like me) just jumped in feet first and wrote and wrote and wrote.
@Lord Durham's
Portugal or Bust is a great example of a clear idea and writing to that notion. As good as it is (and many parts of it are quite good),
@canonized's
Timelines: What if Spain Failed to Control the World? was, to me, an example of writing for writing's sake. One is massively long at over 300 hundred forum pages. The other barely hits 30. True, the timing of them matters, but in reality both of them were wildly successful (and let us not kid ourselves, the members writing were well known names on the forum.)
I can't say what makes success, but it is not length. The first AAR I completed was done in two months and is not long. The one after that? Took me two plus years and likely still doesn't push the limit. Somewhere along the way it became accepted practice to just keep writing and writing and writing...true daily dairies and showing every single event. I don't think anything is wrong with that. In fact, I think of @ Draco Rexus's
For King and Country as an example. Every tedious bit was recounted and by the thread's count, was enjoyed. Yet it was around that time that AARs became never ending.
These days, there are generally two types of works. One is the age old "I want to write an AAR" and either fizzles out within the first few pages or goes on without regard to an end, if it ever gets there. The other is a tightly woven story (or mostly) and has a definite idea of where it is going and what it is to accomplish. The former usually fails before the latter, even if length shows a visible difference.
This is not quite part of the conversation, but I have said for some time - outlines! Know where you want to end. It makes it all the easier to get there.
Perhaps a good topic for the next session will be "The Language of Critique".
An excellent idea! I have some few ideas already.