I’m an outliner. My order of actions is: make a lot of point form notes, write the table of contents, make a cover, brainstorm the sections, and then write.
Too short?

Okay we already talked about getting started and sort of sketching the parameters of the project. The next part is getting an actual text out and the first part of that is structure: I make a table of contents. Divide the problem up so we can attack it piecemeal. We already have some guiding principles to focus each section, but now it’s time for detail. What that table of contents contains depends on the game, but I might have, in no particular order, say:
- Characters
- System
- Setting
- Playing
That should get me started. For the current project I have more specific headers but this is fine.
Then comes just a ton of creative work. I start noting every stray idea I have as a bullet point under one of these sections. I add new sections. I try to stay to the brief but I don’t try all that hard. I update the brief if that has to happen. But it’s all just notes. One-liners. Ideas and alternative ideas to think about. I want as much exposed as possible. And I invite in collaborators to add and argue and delete.

And I make a cover. Don’t do this part — it’s way too early.
When this outline is full of well categorized but otherwise unstructured ideas, I find that the collaborators have started to thin out. It’s often just me at this point or, if I’m lucky, me and Toph Marshall. He is the best, most provocative, and most productive collaborator. He will test me but he will also put in the work. I don’t need a gadfly; I need someone shovelling beside me but with different ideas about ditches and shovelling.
Once there are barely enough ideas we will start scaffolding whole sections. Playstorming, really, since the scaffold is kind of already there in some cases. So, for example, for this project our earliest test is going to be cluster generation. The setting generator! Someone will run each session, guiding everyone else through their half-baked and sort of documented idea. We will faithfully engage their idea and see what happens. And we’ll talk frankly about it — what worked, what didn’t work, was the result useful?
This happens a lot. It might get boring. We’ll go over the section from the beginning several time, testing alternate ideas. Iterate iterate iterate. But at some point it will feel less like random ingredients and more like dough. And so, the hard part: someone has to draft a working text for the idea. Several thousand words of draft text for the actual book. This is really important to me: up until now we are mostly playing with ideas that are communicated only during play. Once the text is written and the procedure therefore established, we get to the real test: does the procedure work or were we just enjoying the creative lead’s ad libbing?
So test again, but test the text. Don’t stray from it — stick to the script. And revise and play and revise. In this particular case, make a LOT of clusters. I think we had twenty or thirty test clusters while writing this section, though only from a half dozen sessions of play.

One thing I find with this process is that someone organically steps forward to own a section. They will guide the playstorming, they will grab ownership of that particular chunk of text, they will gatekeep (sometimes that’s a good word; curate if you prefer) the section, and they will do the dirty work of writing it. It will get communally edited into a consistent voice, but someone will own it. And they will step up to do it. I really don’t know who my co-authors all are until the last draft section is done.
That’s how we get from idea to text. That’s the work. We have 50 or 60 pages of rambling notes and then we distill through the process of play down to a draft text, working section by section. Break it into pieces and make the pieces. Later we will worry about coherence and organization and layout and copy editing. Right now the objective is a half a dozen complete and rigorous procedures that tell you how to play each part.
Note that for the most part we don’t even care about the resolution dice game yet. It’s really not the interesting bit. It doesn’t take a ton of work.
When we get to it I’ll revise that of course.