Saturday, January 7, 2012

A New Year, A New Topic

I was recently asked if I was going to continue writing on this blog. “Of course,” I said. “Why wouldn't I?”
“Oh,” replied my sister, “because you haven't updated in a long time. I was wondering if you'd just abandoned it.”
“But I'm not writing anything,” I said, “except maybe adventures for our roleplaying games.”
“Why don't you just write about those?” she asked. It was a good question. Why don't I?

It's not like my content would change much. Devout readers will remember that I like writing about sci-fi and fantasy. It's not a surprise to hear that all of my gaming sessions are based in similar universes (that is, either fantasy or zombie mayhem, which is kinda sci-fi-ish). I've written two (crappy) novels that were set in a comfortable place between the two genres, but I hesitate to call it Science-Fantasy because another guy has basically defined that genre as something else altogether.

This is more my speed; bizarre.
But where should I start with a blog about roleplaying? There are already several blogs devoted to the mechanics of RPGs, and other still devoted to nothing but adventure creation. I don't really want a blow-by-blow account of a night's events, as I typically find those uninteresting. Because this blog is supposed to be my way of helping random strangers overcome writing hurdles, I think it'd be best if I covered the things I do from the perspective of an aspiring writer. Hopefully this will broaden the appeal of such a blog, ensuring that it can be read by people who might not care much about this kind of entertainment, but also by those who do.

Topic 1: What the eff is a roleplaying game?

Around December of 2010 I was regularly meeting with some friends from math. You can read the account for yourself in more detail. Long story short, I wound up trying to create and run a system of my design (read: poorly conceived) and play a rudimentary adventure with my friends. Well, most of those math friends only lasted as long as the class itself, so at the end of the semester I found myself writing stories for some new players, most of whom were directly related to me.

A few months and one systems change later, I found myself slightly more experienced with this kind of game. I had played board games in the past but I had never been a huge fan (note: this opinion has changed significantly since July 2011, but that's a topic for another blog).

To say that a roleplaying game is like a board game is to do them both injustice. Board games have very clear-cut rules and goals, and typically one player wins. They're made to appeal to a fairly broad audience; they're play-tested rigorously before production, which itself can be expensive. Roleplaying games are typically based around a system of rules, which can vary wildly depending on preference. They're written by one or more people, they're also play-tested, but these games are mostly distributed as a book of rules. There are no boards to print, no cards to make, no wooden chips or bits to include in a box. Some people are baffled by RPGs for this reason; if a board game comes in a box, then how can a roleplaying game come in a book?
Almost every game here is terrible.

So what exactly is a "system?"

Similar to how there are many different makes and models of automobile in the world, there are numerous roleplaying game systems. If I drive a Chevrolet and you drive a Toyota, we're both driving places but we're getting there with a different style. The feel of the cars might be different; the shape of the seats and the layout of the air conditioning controls might vary, but ultimately we're both driving cars. 

To continue the analogy, imagine that while you're driving your Toyota, I'm actually driving a completely different kind of vehicle. For instance, a train or airplane. Hopefully now you can start to understand the difference between the Dungeons and Dragons system and something more obscure. For instance, Savage Worlds .

The reason the game comes in a book instead of a box is because most of the game is about imagination. But how is that any fun? Some people think the idea of playing with their imagination is childish and stupid. Perhaps it is, but only as long as they're imagining childish and stupid things. The word imagination (like many other words) has suffered from Disneyfication; when people hear the word "imagination" they hear it in either a mysterious Sleeping Beauty Narrator kind of voice, or Ms. Frizzle shouting "use your imagination, kids!"

Ugh.

The first thing a you need to realize is that imagination can be a very dark and powerful thing. If you've ever read a book then you were subject to some degree of imagination both on the part of the author and from your own mind. Whether your were reading the driest and most boring narration of 15th century European history or the most exciting moments of the Lord of the Rings. Imagination is a part of your life whether you know it or not: If someone asks you what you're thinking of having for dinner, you'll probably look forward into the future with your imagination to see what you might eat. "What sounds good?" really means "what do you imagine yourself eating tonight?"

I googled "imagination"

Imagination isn't complete fabrication, either. When you're thinking, you're really pulling on every experience, conversation and memory in your life, usually with the most recent stuff floating to the surface.

With this in mind, I present you with the most simple explanation of why the heck anyone would waste their time playing a game like this. Essentially the game is one long string of hypothetical scenarios. If I said to you, "imagine that right now, while you're sitting in front of your computer, you look up and see a strange person standing in your doorway. The person is holding a knife and looks murderous.

What would you do?"

I'm not even sure they're playing a game. Looks like a really
terrible family reunion in the heart of the 90's.
Of course not every scenario is so dire, but these kind of scenarios are used frequently, even in things like employee training. This is nothing new to most people. So why is there such a jump in perception when I call something a hypothetical scenario versus when I call something a roleplaying game? A negative stigma brought on by horror stories of kids who killed themselves after playing D&D? The fact that the players of these kinds of games are typically really dorky? 

The fact is that tabletop RPGs are still fairly unpopular in the eyes of the mainstream, played only by an obscure underground of people. It's not all number crunching and funny voices; it's one writer creating a space for players to answer questions to hypothetical scenarios. It's this writing aspect that interests me the most.

Monday, July 4, 2011

Lets Rip My Story Apart: What Happens Next

After careful consideration, I've created a list of Wants and Needs

I Need...
...Stronger driving narrative
...To finish each and every mystery in a given story
...To avoid plot holes (doesn't everyone?)
...To avoid wasting the time of the reader 


Friday, July 1, 2011

Let Rip My Story Apart: A Diagnostic

Summary of Dower Travels Edward (Spoilers if you know me in real life and actually have a chance of reading the whole thing): While delivering a package to a rich capital city, a mailman accidentally unleashes an unimaginably awful monster. He then time-travels with the Arch-Mage of the city. Time travel happens every so often. Eventually the entire universe is destroyed because of all of this time travel, but the characters are unharmed.

This is literally the most succinct way for me to summarize this 180-page story.

The problem with this story is that it doesn't seem obvious to me that any part of the story is particularly bad; it's that the story as a whole is disappointing and weak with flaws and cracks that meander all throughout the duration of the adventure. This means that the only way I'll ever be able to get anything done is if I knock the thing down to the ground and start again.

My first objection: The story isn't interesting, and it doesn't need to be told. If you think of fairytales or other famous bits of writing, usually there's a sort of seed to the story, the main grain of interest to the tale that is, by itself, pretty interesting. 

For instance, Dr. Jekyll and Mr. Hyde. H.G. Wells's Time Machine. Frankenstein's monster. All of these stories have a story-seed so potent that movie studios seem to be perpetually re-making them. Sometimes they're modernized a bit, or they're in the proper period, and sometimes they're in outer space for no reason. Regardless of the additional trappings, the root of the story remains the same.

A scientist creates a monster who struggles with his own humanity.

A scientist finds a way to transform himself into what he thinks is a bolder version of himself, until this new version of himself is more powerful than his actual self.

The difference being that Dalaran floats and my city is on the ground.
You get the picture. My story (colloquially referred to as Travels) lacks an interesting seed. The reason for this was because it began as a writing exercise during a particularly boring part of a Digital Arts class, written originally as Warcraft fan-fiction (but only for the first four pages). I wanted to write about the ridiculous decadence of the city of Dalaran, a city with more magic than it knows what to do with. I emailed this story to myself to continue writing at home. Knowing the primary danger of fan-fiction (at least for me, personally) is that there is a very real danger that I won't always be interested in the game, I preemptively changed the universe to an original creation so it would last longer. After the initial description of world was written, I just kept going even though I probably should have stopped, satisfied with a bit of a job well done.

This kind of problem isn't unique to the written word. Recently there was a movie called Skyline that was directed by the brothers Strause. These guys were famous for making really good special effects in their commercials for Coca-Cola and Gatorade. Some movie executive thought it would be a great idea to hand these guys a hundred million dollars to make their own movie. What resulted was humiliating. You see, these guys were great special effects artists, but not necessarily great writers. I believe their creative process involved creating massive special effects sequences first, and later trying to write a plot that involved all of these things. Sounds like another movie I've seen.

Also during the writing, I had lots of other small hooks that I thought would be interesting in the story. One of them is that the main character has a sort of useless X-Men-like power that lets him “sense” money of any kind nearby. It was an interesting idea, but ultimately not enough to hang a whole story on. Another was that I had a man whose appearance would change based on the expectations of the person viewing him. That is, if they were expecting him to be an old man, that's how he would appear to them. I played it as a handicap, later exploiting it for his benefit. But still, this isn't Storytelling Gold.

Interestingly, I also had a few Inception-like chapters in which the characters had to enter the memory of the main character to recover a suppressed memory. I wrote it two years before the movie.

I think I got too hung up on the small details that I lost sight of the larger story. Here are my goals for this rewrite:

• Start with an interesting story-seed; make it strong enough to hang a story on
• Eliminate pointless plot threads and plot holes; consider shortening it into a short story
• In general, tighten up the graphics


I guess for this rewrite, I have to find a seed that could be a central root of the story. If I had to take a pick, I'd say that time travel was an overarching theme, or perhaps terrorism via sending monsters in the mail. I'm not trying to write a commentary on anything, and I don't have a particularly compelling Twilight Zone hook (which is typically how I come up with my other stories).

Without further ado, here's the first section I'm looking at.

The city of Malara had a certain ring to it. However, the name didn't. When Dower described it later, he would say that the city "seemed like someone had hooked it up to an electrical current," but would add that "the name Malara just wasn't very appealing; it sounds like Malaria." Of course, both were true; the name Malara did sound a little bit like malaria.
It was very much as if the city had a charge, except it wasn't electrical. Although the city did have a rather robust electricity wiring system; it was used to power everything that wasn't powered by magic, which wasn't much. The hum that Dower described was caused by the throbbing magical pollution that hung over the city like fog. In fact, there were some places in the city that the magic had actually caused fog. It was dense, hot, and it sometimes smelled like strawberries and ozone combined in some kind of revolting, magical fruit salad. The mages couldn't be bothered to deal with the fog for most everyone in the city was too busy being selfish to care. Fortunately, the city was built on the coast, so the fog usually washed out to sea.

Yep. This was once composed entirely inside a gmail message. Hopefully you can tell the kind of whimsical tone I was going for with the narrative; a blatant imitation of Terry's Pratchett's Discworld writing style. That is, the way the story is told is usually more interesting than the story itself. Sorry mister Pratchett, but it's true. This brings me to my next concern with the story, which you'll get to learn about on Independence Day.