Showing posts with label Roleplaying Games. Show all posts
Showing posts with label Roleplaying Games. Show all posts

Friday, 27 January 2017

From Fiction Writer to Game Designer and Back Again - Guest Post by Shanna Germain

From Fiction Writer to Game Designer and Back Again

Guest Post by Shanna Germain


When I first started working in roleplaying games, after two decades of writing fiction, I had the impression that my transition from writer to game designer was going to be a simple one. I wrote all kinds of things—novels, short stories, essays, articles, non-fiction books. This was just one more thing, right?

And I’m pretty sure I said as much to Monte Cook, as he and I were starting to work together on my first game project, Numenera.            

“There are some big differences between game design and fiction writing,” he said. “They trip up a lot of fiction writers who try to make the transition.”

Despite the fact that he’d been a game designer for almost 30 years and I’d been a game designer for exactly 0 years, I’m pretty sure my response was something along the lines of “Don’t worry. I’ve got this.”

Of course, I didn’t “have this.” I didn’t even know what “this” was. Looking back, I give him a great deal of credit for not rolling his eyes at me and bursting out laughing (at least, not where I could see him). Not even when I came back to him after failing miserably, and said, “I don’t know what I’m doing. Help!”

Fiction is about the Unknown. Game design is about the Known.

The statement above isn’t entirely accurate or all-encompassing, but it depicts the basic idea.

In fiction writing, you want to hold out on revealing things until the proper time. You ask questions and then don’t answer them until much later. Who did it? Why? When? How? The hidden, the unknown, pulls the reader along, enticing them, dancing out of reach, making them ache for the answers.

In game design, the unknown (particularly as it pertains to rules) is almost always instantly confusing and frustrating. Readers need to know the important stuff, and they need it to be clear and concise. 

I started out writing games the way I write fiction. Here, on page 2, is a red-striped tiger foreshadowing the bloody death that happens on page 311. You might not notice it now, but it will ring some distant bell for you when you get to that scene and you’ll think, “Somehow I knew this was coming.”

For game design, that looked more like, Here’s someone rolling some dice and getting a result that you don’t understand yet, but after you read the section in the way back on special rules on dice rolls you’ll know what that means.
        
I thought I was creating mystery, something to keep the reader reading. But if that had been published, it probably would have just created anger and confusion. Players probably would have thrown the book across the room and then bitched about me on some forum somewhere.

Instead, I taught myself to think of games as more of an instruction manual, to lay out everything in the order that the reader would likely need and want it. There’s a psychology involved in this. What will the game master (GM) or player need to know and when will they need to know it? How much do they need to know right now, and how much can wait until later? And, of course, every reader is different, so you can only hope you’re getting it right for most readers.

Understanding this led me to what I think is the next difference between fiction writing and game design:

Are You God or God’s Personal Assistant? 

As a fiction writer, I am god. I tell the story. I dole out the information when and where I please. I tell you as little or as much as I want to about the characters, that city in the distance, the long-necked creatures who raise their heads to the sky every morning before dawn. (Of course, I’m an imperfect god and I don’t always get all of those things right, but I certainly try).

As a game designer, I am god’s personal assistant. You, as the game master, are god. I try to anticipate your needs—“god likes to wake up with a cup of setting and a dose of rules on the side”—and give you what you want, when you want it, so that you have everything you need to tell the story. So that you can play god for your players. (It goes without saying that I’m an imperfect personal assistant too. But gods are fickle creatures, and you can only guess at their needs most of the time.).

Which leads me to:
        
Fiction Shows. Game Design Tells. 

Again, an oversimplified statement, but it captures the general idea. In fiction there’s an old adage that you should show, not tell. There’s a whole essay (or book, or series of books) on what that means exactly, how it can be used, and what it can do for a story. But the basic idea is that you keep plain exposition to a minimum and focus instead on showing your reader exactly what you want them to see. It’s a selective lens, designed to create the story by focusing only on certain elements.

If your narrator is walking along a street, looking over their shoulder for the Big Bad to jump out and shoot them, they’re not going to be telling the reader, “And there’s the department store called Roger’s Drugs; I get my mom’s prescription filled there. And after that is the pet shop where I bought my first fish.” You want them to be searching for a place to hide. “The alley between the department store and the pet shop beckoned, a small dark promise of safety.” That might be the only part of the street that the reader sees, because it’s the only important part for the story.

Game design, on the other hand, requires blatant exposition. You don’t know what the players will be doing when they walk down the street. Maybe they’re being chased. Maybe they’re hurt and need to fill their prescription. Maybe they’re just looking for a meal and a cute puppy to buy. The point is that when you’re writing the game, you don’t know what information the game master will need. And so you need to give them everything that the players might want to know. All the shops, what they sell, who works there, what they look like.

It also means you end up with sections like “How to use this Book” and “Why Travel to Greater Garravia?” which basically talk directly to the reader, telling them exactly what they need to know to get the most out of their experience. 

Have Some Empathy 

I don’t want to overemphasize the differences too much, because game design and fiction writing do share a lot. Perhaps the most important element, the one that I think makes the difference between great writing and good writing, no matter the genre, is human empathy. I don’t mean empathy for your characters—although that’s important—but for those who are going to interact with your words. Reader empathy, if you will.

Empathy gets thrown around a lot in many different contexts, but it basically means the ability to understand, be sensitive to, and vicariously experience another person’s thoughts, feelings, and experiences.

I often hear fiction writers talk about this concept, but I rarely hear game designers voice it (which isn’t to say that they’re not employing it in their games, because they are). Why do we need empathy for our players and game masters? Because we need to be able to imagine how our words will hit them when they open the book. Because we need to be able to imagine a great variety of players and GMs, all with different needs. Because we need to be able to say, “If I was this type of player, would this information make sense? What about if I was this other type of player? What about if I was running my first game? My 300th game?”

An ability to imagine and understand how someone other than you might want to use your game or read your story is, I think, a vital part of its success. It means the difference between just writing some words on the page and creating an interactive, lasting experience between you and your audience.  

*


Shanna Germain is the author of myriad stories, books, and games, as well as the co-owner of Monte Cook Games. Her most recent works include: 

The Poison Eater

Amazon US
Amazon UK

No Thank You, Evil!

Amazon US
Amazon UK

and Torment: Tides of Numenera—an Explorer’s Guide

Amazon US
Amazon UK

Sunday, 2 October 2016

The return of the original RPG. Guest Post - Christian Ahlin

This guest post comes from Christian Ahlin, creator of the forthcoming pen and paper RPG, Triniton...

The return of the original RPG - why RPG's grew big in the 80's and why it inevitably will again


Let's imagine a time. A time without massive gaming consoles with thousands of streamed games, without social media and their Farm crush clash of GO. A time when children were asked to be home for supper, when VHS had just launched and when "game and watch" meant a pocket-sized game with the current time on it (if you had painstakingly put in the correct time and kept the batteries charged, that is).

This was a time when Dungeons & Dragons spread like wildfire. It wasn't a book. It wasn't a war-game. It was the magical baby of heroic fantasy adventures that a group of kids could take into their basement with some dice, pen and papers and journey as far as their imagination would take them.

Storytelling has been a central part of humanity ever since speech evolved around the cave campfire. There is this intrinsic value of conveying information that one can absorb and better themselves without having the actual experience. But pandora's box opened when the first cave dweller realized you could go beyond actual experience and tell a story that hadn't happened.

Fast forward back into the cellar. With rising tension from the cold war, having your hero venturing out and defeating the evil, being in control from the safety of your sofa was appealing, to say the least.

But the cold war ended. Pacman evolved into Mario kart and roleplaying by pen and paper gave way to Final Fantasy, MUDs, Ultima Online and Everquest.

Although a shrinking niche, the core promise of storytelling in roleplaying games still appealed, in contrast, the boxed experiences computer games offered and the hobby continued on, albeit just a shadow of itself.

Today, 20 years later, we have reached the top of the digital mountain and are finally taking a fresh breath of clarity. 
Reflecting upon that 
  • "social" media has 90% of the posted content unread, 
  • that the deteriorating mental health of our young strike twice as many since '89 
  • and "undefined stomach issues", especially young girls, has become so commonplace that a non diagnosis has become legitimized ("Irritable Bowel Syndrome" means "We don't have a frigging clue, but you are hurting for real").
And all this in a time when the whole world is getting safer, more educated, healthier and richer (if you look at the data and not the news).

The macro trends I see is 
  • more communication, albeit digital.
  • more sending than listening
  • increased polarization of issues and views
  • the total absence of boredom reduces reflection and agency of one's own happiness
  • less quality in the human interactions that takes place due to
  1. many focusing on their phones and other conversations than the one they have at hand
  2. the paradox of choice, making many believe you can "just get another friend", not committing to long term relationships
  3. the total and absolute personal catering (by businesses) of everything, raises expectations and denormalizes situations that aren't "perfect".
  4. the private media mostly enforcing the above values, rather than questioning them. Since their finances are bound to views and people prefer input that agrees with their current state, any questioning content weeds itself away.

And yes, by now you've probably guessed it, the solution to all these issues, improbable as it may sound... is role playing games.

Boiled down to the core, role playing games involve
  • getting together
  • listening
  • being listened to
  • creating an experience together
  • facing difficulty and overcoming it, together
Many are searching for "fun", but it's the feeling you get when experiencing those things listed above.

And although the new technology can be used in a positive way with
  • video chats, that enables meeting people you would otherwise never have a chance to
  • online forums, that helps you find real groups playing.
  • VR, that will enable shared experiences within a couple of years.
But my take on all this, is that to change the world, you must start at home, with your family and with your own/soon to be friends.
And the biggest lie is not having time, it's always a matter of priority, and now you know what's at stake.

So although I just created my first game, I took all this knowledge, mixed it up with the best stories I could muster and boiled it into a game that's aimed to be
  • Filled with guides. How to find players, How to play, How to lead/GM. So everybody should be able to join!
  • Simple rules included (but also compatible with FATE or DnD). Bonuses for cooperating. To further enable as many as possible to play.
  • "YouTube-generation-friendly" Tons(!) of artwork, paced encounters. Magazine feel. To meet the increased expectations of today.
  • Moral dilemmas, (ie. who should a fireman save first from a burning building?). To spur reflection and discussion.
  • Family friendly: No sex, drugs, swearing or depictions of violence. Not explicitly forbidden during play, but neither explicitly mentioned in text or rules. Since the children are our future, let's give them a place at the table.

It took me two and a half years to get this right, and I hope my daughters will be part of the new generation that carries the healthy values and behaviours into the technological future and makes it not only a better world, but one with happy, prospering people in it.


If you want to support me, head over to www.triniton.se and get your copy, but the important thing is:

Let's play some roleplaying games!










Some sources:
(4.1) Cutting edge research in Sweden points out stress as a cause and tried stress relieving exercises using CBT with massive positive effects.

Sunday, 24 August 2014

Blaugust Day 24 RPGs - my potted history

The history of my love of fantasy gaming goes back to around 1982. My sister bought me a copy of basic Dungeons and Dragons. I'm not entirely sure she knew what it was and neither did I but a friend and I pored through the rules of that game and tried to figure out how to play it. He managed to roll characters and even run a few fights, but without any kind of mentor, our 11 year old brains couldn't get our head around the concept of role playing.

It was then this kids brother came on the scene. A good five years older, he got the concept straight away and began DMing basic adventures for us. We then got a grasp and brought others into the fold. The group grew, spread out and soon enough, we moved to Advanced D&D. That was the heyday of RPGs. Huge Monster Manuals with reams of creatures and hundreds of prepublished adventures at our fingertips.

At around the same time, I discovered Warhammer Battle, a mass combat tabletop game, and found other people who enjoyed that. Not long after, the Warhammer RPG came out, a favourite if mine and among other games Dragon Warriors, Rolemaster, Middle Earth Roleplaying, Paranoia, Judge Dredd, these became our bread and butter. Summers were spent morning til night running through games. I fell into the role of DM for most games, and he 80's flew by. 



Toward the end of the decade, college began and I started playing games by post, Play by Mail or PBM games. Through that I met several friends, some of whom I'm still close with today and as I moved away from home and our gaming group disbanded, I turned to PBMs for my main source of entertainment. it wasn't long before I started to run my own games by email, incorporating some of the players from home, along with my new friends from other Postal games. Craig's PBeMs was born. Several years later, computers caught up and email took over from post as the form of communication for these games. Cheaper and more efficient, the pace stepped up and the amount of games I ran increased. At one point I was running 6 campaigns for various game systems. Craig's PBeMs became Knifesedge PBeMs and the name stuck as my handle for most internet dealings.

As work and families have grown, most games have come to an end. Currently, Knifesedge Games runs just one game, set in the 1920's Lovecraftian world and even that drags as players have less time to commit, but I still hold out hope. Computer games fill the gap that RPGs left behind and while I still not for those good old days, MMO's are a good second best.