Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Monday, August 18, 2014

5 Things GenCon taught me about Writing

A friend of mine was kind enough to give me her ticket to GenCon Indy 2014, "the best four days in gaming," which I'd say earns it.  While I was there, I was reminded of what should be obvious, that these Sourcebooks have a unique publishing industry all their own, that the same writing skills you might need for that epic fantasy novel can apply just as well to the 3rd Edition of Mutants and Masterminds. I think it's a downfall of our creative writing education system that such opportunities never even get mentioned.  I only got a tiny glimpse into this world, and wish I'd had time for more.  I thought I'd share a few things I learned.

1. GET EVERYTHING IN ON TIME1
Some of what I learned was basic writerly things.  Don't overuse words2 or punctuation marks, and think about how they look when on the page.  Read your work aloud, especially if it's going to be read aloud in game.  And of course, get everything in on time.  Publishing
Pictured: Average Paizo, Inc. Freelancer
always has a lot of moving parts, a lot of people waiting on the one before them in the assembly line.  Getting your work to someone sooner makes it more likely they'll still be waiting next time.  After all, 

2. Publishing is a Relationship
An important part of a relationship is of course, communication.  It's important to be honest with your ability.  If you can't pump out 20,000 words in two weeks, your editors should know, rather than wait on you and shatter a schedule.3 Many writers will be afraid that by asking questions, seeking clarification or further instruction, they might be annoying, but, at least in Paizo, Inc.'s case, questions are good.  Far better to ask "How do people in the River Kingdoms feel about Cheliax?" early on than to structure a subplot around an incorrect assumption, and take advantage of the

3. "Distributed Memory"
At one of the panels James Sutter talked about how he's been spoiled working with the shared universe of Golarion.  With so many people building the world together, he doesn't have to keep track of all of it, he just has to keep track of who is best to ask about, say, Ustalav.4 This idea of "Distributed Memory," and the way fans will make wiki entries for everything, creates a safe, comfortable world to work in, but the gaps in the built world are all fertile, open territory.  However, the downside of "Distributed Memory" is that an editor might blindly trust that the writer did the fact-checking.  So,

4. Don't try to sneak anything past your editor.
If you want to write an epic chase across Molthune,5 but don't feel like bothering with the river?  Sure, you might be able to not mention it. Sure, maybe your editor won't notice, and it'll all get through.  But the fans will notice.  Fans can smell continuity errors like sharks can smell blood in the water, and that can ruin a writer.  It's the downside to "Distributed Memory."  If you forget something important, everyone will remember this horrible breach of trust.  Because, after all, 

5. Writing for Games is about Love and Trust
When I reviewed Adventures in Time and Space, I didn't talk nearly enough about how flawless the adventure paths that come with it are.  Because, well, they're flawless.  They're fun to read and fun to run. Full of personality and perfectly capturing the spirit6 of Doctor Who, they're probably some of the best adventure paths I've ever encountered.  I said as much to a man selling the books only to realize I was talking to Andrew Peregrine himself.7  It hit me that writing for games requires a full awareness of the way storytelling requires both writer and reader to create a world between them.  To write for an established universe, like Goalrion, the Whoniverse, etc, it's an invitation to the readers more than most books are, to enter a world of wonder and merriment.  It's a sacred duty, bound by trust and respect, to be the one to create these portals.  Which is a heavy task.

Many thanks to Christopher Carey, Judy Bauer, Ryan Macklin, Chris Jackson, Gabrielle Harbowy, Howard Andrew Jones and James Sutter for their excellent and informative panels. 

Thursday, April 4, 2013

The DM's Notebook: Using D&D for Creative Writing: ~Publishing and Skill DCs~


So I've been thinking for a while about the way the Dungeons and Dragons RPG, in its trappings and mechanics, has some really useful applications for Creative Writing.  The Dungeon Master's Notebook is a series of  to organize such thoughts. 


Dungeon Master's Notebook: Publishing and Skill DCs


This week over in Literary Citizenship we’re writing Query Letters, and in Screenwriting we’re discussing genre.  Near as I can suss it, it's easier to get things published when your story has less StuffStuff, here defined as ‘things that deviate from the norm,’ includes Superpowers, Aliens, Different Time Periods, GLBT Romance, and many other things.  Getting something published with Stuff is much harder than a work without Stuff.  It’s a bit like a skill’s DC.

DC, in Dungeons and Dragons, means the Difficulty Challenge.  There's a different DC for every Skill.  (Climbing, Crafting Potions, Linguistics, etc) and a player must roll1 to surpass the challenge.  Say it’s a Perception Challenge.  A character rolls to see if they can hear a bow being drawn in the forest.  The DC is 25.  Two players roll, add skill ranks, and get a 27 and a 31.  The third only gets a 17, and fails to hear the bow. 

Conditional Modifiers
DC
Through a closed door
+5
Roaring Tempest
+2
Target is invisible
+20
Creature making the check is asleep
+10
Now, DC 25 is under normal conditions.  Say that there’s a battle raging.  The DC goes up by +1 per 10 feet away.   It goes up by +10 for every foot of Wall in the way.  That seems to be how it works in publishing, the more Stuff, the more the DC goes up.


Say you’re submitting your story to QuirkyUnafiliatedIndependentPress (QUIP) and SeriousLiteraryUniversallyRespectedPress (SLURP).  Now, QUIP likes a lot of stuff, but they’re not well known.  The base DC is only about 14.  Any sufficiently mid-level writer can make that DC.   But SLURP is harder to get into, because they’re very prestigious.  That DC is 25, fairly high.  You’d have to roll well AND be pretty high level.   But wait!

Let’s say your story is about a man in a polyamorous triad who dies and comes back as a ghost to take care of the child his girlfriend is having while helping his girlfriend and boyfriend fix their relationship.2  The DC goes up, because your story has the following Stuff.

Stuff          
DC
Heavy GLBT themes
+1
Polyamory
+2
Ghosts
+5

Now the DCs are 22 for QUIP and a rather high 33 for SLURP.  However, QUIP likes weird, genre-queer stories.  The DC only goes up by half for the Ghost, and doesn’t change at all because QUIP is run by sufficiently advanced liberals.  The DC to get your story into QUIP is only 18.  A good cover letter and writing talent and boom, they publish your ghost story.3

The trick to getting published is finding somewhere with a baseline DC you think you can beat and giving them something that doesn’t raise the DC too much.  (Although, it still has to be a good story. That's probably the most important thing for writing.  You have to be able to write.)

Previous Notes: Ability Scores, Random Encounter Tables

Thursday, February 21, 2013

Adventures in Time and Space: the Doctor Who RPG - Review

 So, this weekend was really, really, really long.  I’m taking a break from my standard book reviews and reviewing…a book. Namely, the Sourcebook(s) for the Doctor Who RPG, Adventures in Time and Space.  I picked up the Eleventh Doctor Edition, because, I mean, Eleven.

"I wear a bow-tie now.  Bow ties are cool."
I came downstairs to sit at the dining room table and write and roll dice, a clump of Doctor Who RPG Sourcebooks under my arm.  My housemate Jay, sitting on the couch looked up from his laptop, noticing my armload.  “So how is it?”

I marshaled my thoughts.  “It’s…actually really good, to be honest.  In the right setting.  It doesn’t really work for playing magical characters or finessed swordfighters or…time travelers, but for simple, non-complex games it works really well.

I like the Stats here much better than the ones for D&D to be honest.
Like, you’ve got the six attributes1 and twelve skills, you add your flat attribute and skill and roll 2d6 and boom, that’s what you get for everything.  But it’s kinda cool, like, if you beat the Difficulty by enough you get bonuses (you’re able to hack the computer AND the files are organized easily).  But if you fail by a little, it’s not too bad (You don’t hack it, but you can try again).  But if you fail by a lot, it’s bad AND it gets worse.  (You don’t hack the computer, and it activates a silent alarm that alerts the guards to your location.)”

“That’s…pretty cool.”

“Right?  Like I said, it works really well for simple things.  I mean, look at this character sheet.”

Click me to go to a PDF of this.
The back has more or less all the actions you can do, which
is really useful for quick play.
Jay squinted at it.  “Kinda sparse.”

“Yeah. There’s only twelve skills.  Which is cool, I mean, I love D&D, but…there’s a lot to keep track of.  Here there’s like, just Attributes and Skills.  Oh and gadgets and stuff.  But yeah, with the skills, you can specialize if you have enough ranks.  So, at Knowledge<4>2 I can Specialize in History and Literature, and I get bonuses to any Knowledge check involving books or history.  Same for Convince, I can Specialize in Bluff or Intimidate or things.

Wouldn't it be cool to see Medusa vs. The Weeping Angels?
So say I’m hacking a computer on a Spaceship piloted by Not!Medusa3, I just add Ingenuity + Technology + 2d6, and I add +2 because Medusa’s all mythological and shit, and I’ve read enough books to know how Medusa works. Say the DC’s 15. Rolled 6. So 4+2+6+24.  14.  Not good enough.  But, it’s not all bad.”

“You wouldn’t get in, but you could see file names and things and learn something?”

“Exactly.  The Dungeon Master…Storyteller, whatever, could give you enough info to get on with the story.  Wait, damn, I’d probably take negs because Space Medusa is from a different technology level.  There’s negs for using tech not from your general time-period.  So I can’t use things as easily from beyond Space-Faring Tech Level, since that’s the modern day, you take a -2 per tech level.  It’s less for things before now, only -1 per tech level, because history, we kinda know it.”

“Are there feats?”

“Traits.  That’s kinda a problem, actually.  There need to be a few more of them, they’re kinda sparse and either don’t do much (like, they only give ±2 to skills) or they give you Telekinesis.  You can substitute Telekinesis for any physical challenge, so if your Resolve is high enough you basically you get to win at everything.  Fighting, running, lock-picking…”

“Arson, Weddings, Art…”

“Shush you.”

Miriah, on the couch, chimed in, “I mean, weddings could be physical challenges…”

Madame Vastra resents your implication of Impropriety.
They are Married.
Jay smiled.  “You know, a Silurian wedding without at least three deaths is deemed a dull affair.” 5

“Anyway, it’s kinda ridiculous.  I’d make people spend story-points to activate it, balance things out.”

“Story Points?”

“Basically move-the-plot-along coupons.  You can spend them to make things happen in your favor or, oh this is the cool thing, make things go wrong for you to gain storypoints for later use.  Like, getting captured so you can get the plot going would net you some storypoints to use to make one of the Guards susceptible to your diplomacy.

“I like that.”

"I was dressed for GURPS!"
“Right?  I was kinda sad it doesn’t give some mystical secrets of how to make Time Travel work in an RPG.  I figured it should.  I mean, it’s Doctor Who.  It kinda brings it up, but then it diverts to Time Travel Theory and then rushes it back offscreen.  Oh well.  But yeah, for a simple game, for the right kind of game, it’s pretty brilliant.  It places a lot of weight and trust on the Players and the DM, with the story-points, but I mean, it’s not too heavy.  It’s more about storytelling than winning.  Although, the sourcebook’s kinda annoying, it's all like "HI I’M AMY POND LET ME TAKE UP HALF A PAGE."  So yeah, I kinda want a non picture-having version of this, with less in-jokes.6 Because without those it’s just fine.  I’d run a game with it.  I mean, if you use the online tool making a character takes 10 minutes, tops.”

"Sounds neat.  You should leave it on the counter so I can read through it.  Oh, also, I think you'd like this Kickstarter.  It’s called Odin’s Ravens and it’s –”

“Wait, hang on, Facebook it to me.  I’m gonna go write down the conversation so that I can turn it into a blog.”7  

“Okay.  And after that you should teach me how to make footnotes appear when you talk.”

“Witchcraft.”  I winked and rushed to type everything up before I forgot it.

Thursday, February 14, 2013

The DM's Notebook: Using D&D for Creative Writing: ~Random Encounter Tables~


From The Game Mastery Guide, which is
actually the coolest book ever.
So I've been thinking for a while about the way the Dungeons and Dragons RPG, in its trappings and mechanics, has some really useful applications for Creative Writing.  The Dungeon Master's Notebook is a series of  to organize such thoughts. 

Dungeon Master's Notebook: Random Encounter Tables

Every so often a Dungeon Master needs to throw a fight at the players because they’ve been role-playing too quickly1, but doesn’t have anything planned, so I roll on an encounter table.  They look something like what’s to the right.

So, say I rolled a 33 on that.  Now the players have to fight a hydra, which burns some time.

How does a Writer use this?  Well, let’s say you have a character you don’t understand yet.  Put them in a room they feel comfortable and roll on the following tables.  You can use a Six-Sided die (a d6), or a 20-Sided die (a d20) if you’re a cool kid.

d6
d20
character
1
1-3
A Catholic priest2 with a nervous tick (finger tapping, laughing, puns...)
2
4-7
A young girl with a wide-brimmed hat covered in polka-dot ribbons
3
8-10
An elderly Madame in a silvery gown wearing earrings stolen before the war
4
11-14
A gorgeous woman with sharp red lips and her hair on fire
5
15-17
A freckly boy badly disguised as an old man
6
18-20
A drunken pirate with an Indian2 Accent and a well curled beard

…walks into the room and…

Thursday, February 7, 2013

The DM's Notebook: Using D&D for Creative Writing ~Ability Scores~

So I've been thinking for a while about the way the Dungeons and Dragons RPG, in its trappings and mechanics, has some really useful applications for Creative Writing.  So, I'm starting a series called the Dungeon Master's Notebook to organize such thoughts. 

Dungeon Master's Notebook: Ability Scores

Strength1, Dexterity2, Constitution3 , Intelligence4 , Wisdom5 , Charisma6 .

These are the abilities of any living thing in a game of Dungeons and Dragons.  The average score for a person is 10.  Someone who stumbled through college has 10 Intelligence, someone who works out every odd Sunday and goes swimming in the winter has 10 StrengthIntelligence of 8 is a dunce, 12 is clever, 14 is a Savant.  Sherlock Holmes has a good 18 or so.  

Wednesday, February 6, 2013

Tolkien-Pulp: A review of Wytchfire by Michael Meyerhoffer

So I just finished reading/livetweeting Wytchfire by Michael Meyerhoffer.2  I'm not going to lie, when I was googling the book, I was somewhat hesitant, skeptical.  There's this section at any bookstore just labeled "Sci-fi/Fantasy" where all the books seem to be the same, and you kinda feel like not reading them as quickly as possible.  There's a certain ghetto happening here, the Sci-fi/Fantasy ghetto at it's worst.  Sure, there's fantasy out there that gets popular enough to rise above the ghetto, but they seem often few and far between.  It's not a genre people take seriously, mostly because people assume there's no inherent worth.  It probably also has to do with the cultural ostracization of D&D, and all of its trappings, into the "Other" category.  The "Standard D&D universe" has, thanks mostly to Tolkien3, been so thoroughly ingrained in the cultural consciousness that most people can tell you the rules without having actually read a high-fantasy pulp book.
I actually know who all these characters are and what
they're doing.  #Dragonlance.

Everyone knows that Dwarves are stout and beardy, Elves are pretty and magical and live in forests, Knights are noble and always do the right thing, magic comes at a price, and the orphan stableboy turns out to be the long lost heir of the kingdom.  The Undead or Dragons show up to cause problems and the hero saves the day and no one points out that he should probably be dead from all the diseases that would come of fighting shambling undead, or burned to a crisp from Dragon fire.  And that's 1st Wave Tolkien-Pulp.

This persisted for a while until people started subverting those tropes, until 1st Wave Tolkien Pulp became ghettoized even by its target audience.  In came Pratchett and Anthony and Jones, who were masters of subverting the tropes and making things very self aware and funny and that was what people started to read, because a good parody makes the reader feel clever because she4 gets the joke, and slowly but surely Parody killed the Fantasy Pulp Star.  And that was 2nd Wave Tolkien-Pulp.

Most5 of the Tolkien-Pulp on my shelves is 2nd Wave.  It's easier, more accessible, and more fun.  It's been a long time since I've read some good, solid, down to Erathia Earth 1st Wave Tolkien-Pulp.  And that's what Wytchfire is, on the surface, so when I heard Meyerhoffer was looking for readers I did so more out of duty than excitement.

But then I really started reading.