Wednesday, September 30, 2026
WRITER:
Mike Taylor

There's a version of yourself that exists before you publish your first book and a version that exists after. The gap between them is not skill, though skill develops, too. The gap is knowledge of what publishing actually involves, knowledge that no amount of research can replace because it comes only from doing it.
Scum Among Us: A Goblin's Guide to Murder & Mischief was Chaotic Chronicles' first major adventure book. Here's what going through that process actually taught.
Going in, the assumption is that writing the adventure will be the bulk of the work. It isn't. Writing an adventure, even a substantial one, with new creatures, a new constructed language for the goblin faction, original lore, and a full narrative arc, is the part of the process you're already prepared for. You've been writing for your table for years, the skills transfer.
What you're not prepared for is everything around the writing, editing for consistency across chapters written at different times by different people. Coordinating art that needs to match a tone that's still being established as the art gets made. Layout, which turns a manuscript into a usable book and which has its own skill set entirely separate from writing. Maps that need to match the text exactly, including details that change in subsequent revisions after the map is drawn.
The writing is maybe a third of the actual work. Plan accordingly.
Every creative project has a version that exists in the creator's head, the version with infinite time, where every detail gets exactly the attention it deserves, where nothing ships until it's exactly right.
That version doesn't exist. The version that exists is the one that ships by the deadline, with whatever level of polish was achievable in the time available.
This sounds like a compromise, and in some ways it is. But it's also what makes the project real. The deadline is what converts "the thing I'm working on" into "the thing I made." Scum Among Us crossed the finish line because, in the words of the people who lived through it, someone stepped in as lead editor when the clock was loudest, wrangled messy drafts into clean pages, aligned the voice across chapters, and drove nightly edits until it was done. That's not a glamorous description of the creative process. It's an accurate one. The finish line exists because someone pushed toward it under real-time pressure.
Set deadlines. Take them seriously. The finished, slightly imperfect book that exists is worth more than the perfect book that's still being worked on.
You think you know how your adventure plays. You've run versions of it, mentally, dozens of times while writing it. Then actual playtesters, people who haven't been living inside your head for months, sit down and run it, and things happen that you didn't anticipate.
Encounters that read as balanced on paper play very differently at the table. Clues that seemed obvious to you, because you wrote them, are missed entirely by players approaching the material fresh. NPCs you thought were compelling get steamrolled in favor of NPCs you considered minor.
Playtesting isn't optional, and it isn't a formality. The playtesters for Scum Among Us, the Merry Blades group, among others, brought inspiration and feedback that genuinely shaped the final book. Build playtesting into your timeline as a real phase of production, not a final check before you ship.
When you finish your first book and write the acknowledgments, you'll discover something: the list is longer than you expected, and almost everyone on it did something that, in isolation, seems small, but that the book genuinely couldn't exist without.
The lead editor who turned messy drafts into clean pages under deadline pressure. The cartographer who built the maps. The person who created the monster stat blocks. The playtesters who found the problems. The artists. The people who supported everyone else through the process. Your first book is never a solo project, even if you're the only credited author on the cover. The acknowledgments page is where that becomes visible.
Read your first book's acknowledgments page again after you've published a second one. You'll understand it differently the second time.
Scum Among Us exists because a team of people, most of whom had other jobs and other obligations, decided to make something real together.





CEO Of Chaotic Chronicles
Greetings, I'm Mike "TaylorLyfe" Taylor, the friendly face behind the scenes. It brings me immense joy to welcome you to our world of endless possibilities and captivating stories. Engage with our diverse range of content and look forward to regular visits filled with inspiration and excitement!
