Thursday, 24 November 2016

Using Gaming to Write - Guest Post by B.J Keeton

As a child, my personality was pretty much made up of two things: gaming and writing. Some of my earliest memories involve either sitting in front of a TV with an Atari 2600 joystick in my hand or scribbling down squiggly lines in a notebook and telling my parents they were Spider-man stories.

So it really should be no surprise that as I have become a somewhat functional adult, my core personality was already set. I am a gamer, and a writer. Lucky for me, the two most prominent interests go together pretty well.

Back in 2010, I got the idea to write a novel. I mean, I’d had the idea before, but in 2010, I decided to sit down and actually do it. And, I thought to myself just like every other gamer/writer, wouldn’t it just be awesome if this book were--wait for it--like a video game adventure?

This is where y’all collectively sigh and groan at how much of a cliche I was.

However, I think I handled the idea differently than a lot of people would have (or do). Instead of writing a novel about a Dungeons & Dragons campaign my friends and I played that was full of in-jokes and situations that were only funny if you knew the context and people involved, I wanted to write a novel using the concepts and technologies that made up modern MMORPGs.

I wanted to weave things that players were familiar with into the narrative: the tank/healer/DPS trinity and instances, in particular. I started Birthright with the idea that these gameplay mechanics were a natural part of the world, that there were rules and physics that governed instances, and that when going out on a mission, the trinity was the best way to keep everyone safe.

And the thing is...neither of those elements is interesting on their own. What could I do to make readers care about them? As an English teacher, I knew just the thing--make the book about the people, not the ideas.
Unfortunately, I failed at that. At least in the first few drafts. My beta readers beat me up. They railed on how static my characters were. How stereotypical the tanks were. How whiny the healers were. How the DPS were erratic. I took it to an extreme and just made classes instead of characters.

I did exactly what I was trying to avoid, only instead of characters only I liked, I did it with characters no one liked.

As I revised, I went back to the games that inspired me to write the novel in the first place. I thought about why I played MMOs to begin with. I thought about what made me keep playing them. And not once was it because the classes were just too cool to pass up.

No, the reason I played MMOs was because I loved the people. The people are what make gaming worthwhile. It’s the reason that playing Mario Kart with your friends is more fun than blue-shelling a CPU Bowser.

When I thought about it from that perspective, the rest of the novel fell into place.

The tank was no longer the tank. He was Chuckie Tidwell, and he wasn’t just a meatshield anymore. He had a full personality, faults, and insecurities. And he was going to have an arc that was going to be fleshed out by the end of the series (it’s a trilogy, after all, so I couldn’t have it all be perfect in Birthright, tee hee).

The healer, Saryn, became a person who had a backstory and motivations and feelings. And so did the rest of the team. And when that happened, not only did I have characters who acted and felt like real people, I had characters who developed relationships with each other like real people.

You know, the same way that people do in MMO guilds and Discord channels and Twitter chats. These people who were thrown together in the in-universe equivalent of a dungeon-finder (an automated queueing system that puts groups together for you), and they were forced to become a cohesive unit that communicated and reached their goals by working together.

It was a concept that I had seen specifically touched on in books before--I mean, of course every fantasy novel has a party of rag-tag adventurers--but I hadn’t seen one that borrowed heavily from video games in the sense that the characters were intended to be meta (to the readers who understood the culture).

Every member of the team has archetypes they fill for their role in the story, but their personalities rely on the archetypes of the people I’ve interacted with online in the past. For instance, the kind of people who tend to play tanks may share personality traits that draw them toward that particular role, and the same for support, healers, and damage-dealing characters.

Over the course of the series, the characters grow and change, moving farther away from their original starting points. They gain new abilities and talents (see what I did there?), and they become closer and closer with one another, while still working to fulfill the goals that originally brought them together.

I stuck with this idea the entire way through the trilogy because that sole concept of growing and changing with and because of the people around me is the primary reason I play online games. I don’t do a lot of “matchmaking” games like Call of Duty or Battlefield because I prefer the long-term community and friendships that come from interacting with the people behind the keyboard far more than I do interacting with the pixels on my TV or monitor.

If you’re a gamer who loves people as much as I do (and even if you’re not!), I think you would really like The Technomage Archive. I can’t realistically say it’s the best sci-fi trilogy out there, but my totally biased opinion is that it’s worth your time to check out.

And hey, you might even make some new friends while you’re at it. I know I felt like they were mine.

B.J. Keeton is not only a science fiction author, he also co-hosts the Geek to Geek Podcast and hosts the Geek Fitness Health Hacks podcast. He loves talking to people on the internet, so feel free to give him a yell at @professorbeej on Twitter.





The first book in the series, Birthright, is currently available for free on Kindle
Amazon US

Amazon UK
The Techomage Archive is now available on Kindle as a box set
Amazon US 

Amazon UK






Tuesday, 22 November 2016

IntPiPoMo 2016 Post 2 LOTRO Screenshots 2-6

I've been a bit too busy to post screenshots as I promised, so here's so shots from my LOTRO


Bizarre moment when squirrels overrun Minas Tirith



Some lovely shots from Ithilien







My new horse, Golden Summer Steed, from a lockbox!

Exciting new book series starts today - Veil Knights (Book One)- The Circle Gathers

Not strictly horror or gaming, but I know some of my readers will like this news...

Arthurian Myth Meets Urban Fantasy


Twelve New York Times, USA Today, and Amazon bestselling authors – including Lilith Saintcrow, CJ Lyons, Joseph Nassise, Steven Savile, and Annie Bellet – have come together to create a modern reimagining of the legend of King Arthur and the Knights of the Round Table sure to please fans of urban fantasy and Arthurian legends alike!

Launching in November 2016 (TODAY!), the Veil Knights urban fantasy series will be published under the pseudonym Rowan Casey and will feature a new volume detailing the exploits of one of the knights every month through summer 2017, when season one of the series comes to its stunning conclusion.

With more than ten million copies of their books in print around the world, the authors bringing this series to you include Lilith Saintcrow, CJ Lyons, Joseph Nassise, Steven Savile, Annie Bellet, Jon F. Merz, Pippa DaCosta, Robert Greenberger, William Meikle, Steve Lockley, Hank Schwaeble, and Nathan Meyer. Cover art by Lou Harper.


The Circle Gathers by Rowan Casey is released today on Kindle for a short time at the special price of...

US Amazon  99c

Thursday, 10 November 2016

IntPiPoMo 2016 Picture 1

Ok, so I'm a little late this year, but I caught wind that the International Picture Posting Month was happening in 2016, a challenge to bloggers to post 50 screenshots, pictures, images or whatever during the month of November, so now I'm up for it.

Today, a moment of pride. I have been playing Pokemon Go with my daughter since launch. It's the highlight of our journey to school. Our local church is a Poke Gym and has been at level ten for ages, so no hope of defeating it. Well today I managed to catch it after a reset and it was on level 2.

I laid down some smack down and took control, at less for ten minutes anyway. Here is the screenshot of that proud moment.


Tuesday, 8 November 2016

Fundraising for Harlington Hospice!

My 5 year old daughter will be raising money at her school for our local Harlington Hospice. She'll be running as many laps around the playground as she can - the guide is 5 but last year the guide was 1 and she did 7!


If you'd like to help her raise a few sheckels, you can donate through Paypal directly to me bfsreviews@gmail.com 

Let me know here if you donated, amounts anonymous. Every little helps! 




http://harlingtonhospice.org/

Twisted Volume One

If you're a fan of contemporary horror, you might be interested to hear about a new anthology entitled Twisted. The book boasts 50 modern horror stories from new writers in the genre. This has been created by Create50 "an initiative and creative process that platforms the work of emerging screenwriters, filmmakers, short story writers and allied artists."

"Reading it is like attending a late night secret banquet where you know each course will serve up something unexpected, forbidden and unforgettably chilling"



The publishers are currently accepting admissions to the Twisted 50 volume 2 and other Create 50 projects. Visit www.create50.com for more information.

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.