Last month, we discussed the topic of topics. In that column, I mentioned that an interesting proposal is only part of the problem, and is probably the easiest step in the process. A request for a full article after the editor likes your query is not an automatic sale.
So we get down to the nuts and bolts of actually writing the article.
Basic Format
Articles come down to one of two basic types. We traditionally call them "fluff" articles and "crunch" articles. Fluff articles urge a course of action on the reader. Take this action and your game improves, they say. Crunch articles describe lists of specific game items like feats, magic items, or class abilities. Naturally, some articles combine both elements.
Fluff Articles
An example of a fluff article might be the advantages of speaking in character throughout the game session. Fluff articles tend to follow the rules for persuasive and expository essays, just like you learned in high school. You state your concept, you explain why it's a good idea, and then you tell the reader how to execute it. If you're not familiar with persuasive essays, use your favorite search engine or ask a teacher friend for a refresher course. I'll summarize it here, but only briefly.
Your introduction includes a catchy hook, which you use to lead into your thesis statement. Your thesis summarizes your entire article. You'll find that your thesis statement is a handy tool for writing and pitching an article. Because it summarizes your topic, that's often the line you'll use to pitch the article to an editor. It's also your main reference when you're stuck. What's my thesis? How do I support it?
Notice the heading "Fluff Articles." It's what we call an H3—a third-tier heading. It's smaller than the H2, Basic Format. In my introductory paragraph, I introduced the Wonder Twins, Fluff and Crunch. My first sub-heading identifies where I started explaining Fluff. In a few lines, a heading of equal size introduces Crunch. When we're done, we’ll go on to the next H2 (in this case, the title of the column would be the H1). Just like an outline, you don't have one heading of any given priority; if you find yourself with one, break the topic into two or remove the heading.
In this essay on types of articles, my thesis described three types of articles: fluff, crunch and articles with both elements. My first sub-head identifies where I begin discussing the first of those three elements. You should be able to remove your headings and your article will still make sense. Headings make it easier for readers to find information and relate that information to the rest of the article.
Basic essay form includes five paragraphs: your thesis, three paragraphs supporting your thesis, and then a summary. For an article, include as many supporting paragraphs as you need. Use your headings to keep the reader on track.
Crunch Articles
Crunch articles are descriptive essays. First, you introduce your material. Next, you group the items thematically or according to the specific game convention. Finally, you might or might not summarize your article at the end. Essay form says you should, but closings are often pointless within this particular context.
Fluff and Crunch Together
Some readers like fluff. Some readers like crunch. In order to appeal to the largest number of readers, you might want to include elements of both in your article. If you're writing essentially a fluff piece, for example, on how to GM character who are noble or royal, you might want to include a section on rules appropriate to your discussion. For example, you develop a variant of the aristocrat NPC class or provide noble-only feats.
So there's your basic article: make a claim, support it with paragraphs, and make sure each supporting paragraph covers a single topic and each sentence supports the topic sentence. It's like high school, but better; you get cash instead of grades.
Making it Sellable
The above advice makes an article technically correct. Blah. That's not exciting.
Information is only part of the article. The presentation of that information in a way that's interesting to read and information that readers find useful—these are the skills that editors and publishers want.
Avoid Assumptions
Don't assume that what happens at your game table happens everywhere. Comments like "Since nobody plays dwarves in D&D these days..." are a good way to lose a sale. In a best-case scenario, the editor will cross it out and you won't get paid for it. However, if the rest of your paragraph supports that statement, or if you intended that statement in support of another conclusion, your article now has a gaping hole in it.
Know the Rules
You don't need to know everything about a game in order to write about it, but you should always know your topic. If you need to buy books in order to address a topic thoroughly, do it. Many publishers offer partial payment in product for articles. It might be helpful to get one partial check in loot if it helps you sell future articles.
Assume Nothing
Try to accommodate as many readers as you can by not assuming knowledge the reader might not have. If necessary, include sidebars or footnotes explaining rules references you make in passing. If it's too much detail, the editor will cut it, but he'll appreciate your thoroughness.
Crank up the Speed
I mean the writing speed. Use short sentences. Use simple construction. Your normal writing might clock in at a Flesch-Kinkaid reading level of 12, but you should aim for a reading level between 8-10 for most publications. Microsoft Word can provide that information for you with a grammar check. If you’re not using it, start now.

