Showing posts with label RPG. Show all posts
Showing posts with label RPG. 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, 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.