Working up to Spider Climb

I love finding a Spider Climb spell.

What does that mean? Spider Climb is a spell that’s been in Dungeons & Dragons since some of the game’s earliest editions, and it does just what it sounds like—lets someone climb walls or “whatever a spider can.”

—Yes, I was a Spider-Man comics fan even before that. But this is different.

What gets my juices flowing here as a gamer, reader, and writer is that in D&D you can find a spell like this in some treasure chest. Not just develop it out of the abilities the character’s been using, but simply discover something brand new. One minute that castle wall was too high and smooth to scale, or those gems back in that unstable ruin were out of reach. The next minute, every surface is potentially a highway that gives a new angle on the world.

Think, what would you do if you came across a power like that? What rooftops would you climb to watch a sunset from? What places would you go, or just how would you look at those feet of “empty space” between your head and the ceiling?

It’s one of my favorite things to write: how having some magic or ability, or really any gain, it changes how characters see things. Remember the first time you drove a car, or the first time you went out with friends and realized they had your back no matter what happened? I think it’s fair to say, our world shifts.

And when someone in my kind of story is searching for answers, or trying to trust a new ally, or fighting for their lives, those world shifts mean even more.

Starting in 2022, you’re going to see a few walls climbed.

The Fights of Fantasy

What makes a good fight?

—In a story, of course, since in real life the best fights are the ones that don’t happen. But what makes a fictional clash worth reading?

And we do find them worth reading, watching, playing. Of course they’re a staple of storytelling since they’ve been all too real a force in real history. But, in a story they take on an extra kind of appeal.

Since I’m writing books like Running the Gauntlet, that starts with punching a hole in a wall, the question has me thinking.

 

Fighting Right

My Kindle is crammed with fantasy and science fiction. I have long boxes of some of the best superhero comic books ever written, and my movie picks keep an eye out for a really interesting monster.

Let’s face it, stories of the fantastic can be… fantastic.

And that’s one of the first things I look for in a story: the sense of what powers, weapons, and forces its people are dealing with. Give me a dragon-rider, a mindreader, a set of silver arrows and knowing they’re the only defense when the werewolf lunges out of the trees.

Except… anyone can make the action more flashy. Certainly anyone can write the same old fight and just say each super-punch leaves a bigger crater.

No, a really fantastic clash makes us believe a man can fly.

Give me a sense of what it means to sit on that dragon, soaring over canyons and racing to cut off an enemy who’s winging toward our unprotected town. How a telepath tries to read his opponent’s punches, but struggles to focus that power while keeping his physical guard up and his emotions steeled against his opponent’s rage. Or the razor-edged challenge of gathering every werewolf-slaying weapon and scrap of knowledge we can find and trying to herd a much faster, stronger creature into the one spot in the forest where we can get a clean shot at it.

I mean Chris Claremont, the revolutionary comic book writer whose X-Men were (among many other things) the first superheroes to feel like they understood how their powers really worked. Or Brandon Sanderson, creator of Sanderson’s Laws of Magic—and scenes like one in his latest book Rhythm of War, that’s a master-class in the long-standing question “How can one swordsman fight a dozen men?” (Short answer: very carefully.)

In this sense, it’s not the fighting at all that makes a scene work. It’s the imagination.

How does someone with flying or shapeshifting see the world? There’s nothing like a story that lets us walk in those shoes… or not walk, and why. And then the tale puts that whole expanded worldview to the test in strategic chess matches and split-second choices.

That’s the joy of gaming too: choosing our plans and watching whole new tactics or parts of the map get unlocked because of our choices, not just knocking down the next enemy in the line. Just this week I had a video game villain confront my character with all the killing he’d had to do to get by… and I took the chance to start investing in knockout blow and stealth abilities, because it seemed like the time for him to look for a gentler path when he could. A game’s story lets us explore those dimensions ourselves.

But that freedom comes at the price of a different experience: being led through the moments by a master storyteller.

Those scenes are some of the most compelling moments I’ve ever felt. When every step in a struggle, every choice, every twist, all builds the tension higher. Watch Indy force the snakes back from the Well of Souls, only to find the Nazis at the top grabbing the Ark anyway… or there’s a werewolf scene in Peter Morwood’s The Demon Lord that is so tense that…

There’s nothing like those times.

And no matter how much of that is a fight itself, it comes from using every tool the scene allows. Making the absolute most of that moment.

 

Right Makes Fight

Still, there’s another side to the best clashes: the fact that they are conflicts. That the “problem” each side is trying to solve is that the other guy needs him dead, beaten, thwarted, to win.

A good fight starts by making those stakes clear. A simple sparring contest still might be a merry rivalry, or a chance to show off. A good rescue is life and death, while catching up with a long-standing, well deserved enemy…

“Hello. My name is Inigo Montoya. You killed my father, prepare to die.”

Stories are appreciating the choices people make. One side of that is getting into those decisions and how they shape the struggle now – but the other is that they’re made by people, by the sense of what they’ve already chosen and been shaped by.

Revenge isn’t the only emotion that’s “best served cold.” And even that one dish can go into so many flavors – one story could be a tragedy of an anti-hero’s obsession with vengeance for its own sake, another could use it as one of many markers about why the enemy continues to need stopping.

Better yet, what made those people enemies at all? How much of that conflict have we seen forming before our eyes? One enemy could share a mutual hatred with the hero, but another could be a former ally who’s watched our hero break more and more rules and feels forced to shut him down.

Maybe the most popular manga and anime in Japan’s whole vast, rich storytelling history is Naruto, and it’s hard to picture that tale without recalling how ninjas Naruto and Sasuke go from classmates to team rivals to a much deeper conflict. This is called not pulling punches, and having over a thousand chapters to tell it all.

If a fight embraces that… anything’s possible.

Let someone tremble with fear, and use every moment between punches wishing he was somewhere else. Capture how one fighter’s struggling not to win but to hold off her enemy, protecting something she truly puts above her own life.

Or the hope that if one can push the other into the right corner, he can prove that they don’t need to fight after all. Even though the story’s shown how many times they missed the chance for something better.

There’s always another chance, even in something as inescapable as a fight that’s already broken out. Because a good story uses everything.

 

 

Video Gamers as Writers – Twitching Our Way Into Character

Some writers hone their skills by a mix of soaking up lessons from the masters and researching specifics, from history to sentence structure. I’ve done all that… but one of my best tools is playing video games.

I’m a lifelong fan of role-playing games. I’ve written about that here once or twice, and the challenge of building a real story using a mix of other players and random die rolls. A campaign of D&D can do wonders for a writer’s eye for how different tastes merge, for adapting to the unexpected… making a story a lot like life.

But I’ve found there’s a different lesson in breaking out the PlayStation.

Mostly I play what are also billed as RPGs there; there’s no way I’d give up at least the feel of storytelling. Games like Final Fantasy and Mass Effect let me walk through a kind of Hero’s Journey, some with more richness than others. Where a tabletop game might let me build a story in shifts with time to appreciate my friends’ input, a console game is the simple pleasure of riding along in a story and helping the hero along… with simpler, non-creative help like how to shoot and when to check up on supplies. The fun of playing a part in the tale, without any pressure to write it.

–Alright, until a certain killer demon starts teleporting in and crushing me with one hit if I don’t dodge perfectly…

The thing is, it’s that simple “game” challenge where my PS has taught me the most about writing.

Most games might be only a joystick test wrapped up in the rough shape of a story. But that means there’s at least a hint of someone’s head to get into… and a whole game system to express what walking in his shoes might mean.

 

Fight Like a (Mage) Girl

One of the best times I’ve had was in Dragon Age: Origins, opening with the customized background adventure for a mage. A young wizard raised apart from society so as not to endanger them, and then her masters toss her into the demon-world to test if she can withstand their temptations? My character started to feel like a powerful but frightened girl, who used her initial spells of Slow and Flame in a frantic attempt to keep the demons AWAY until she could burn them down.

That was the key. For the rest of the grand Dragon Age storyline, I was able to look at Neria as a study in fear and slow-won confidence, and see how that led her master to protection and weakness spells rather than going for the kill. Or, how impressed she’d be with the rebel witch Morrigan as a teammate, who could teach her to wade into battle herself as a bear or bigger, If she was ready for it.

I still consider DAO the best epic adventure ever set to disk (discovering The Joining… or that mad voice in the tunnels calling “That’s why they hate us, that’s why they need us…”). But the finest edge of that pleasure was in letting those simple how-to choices show me what it’s like to be Neria.

 

One Giant Leap

Or today? Media tie-in games are usually a disappointment… actually they’ve all disappointed me except the Batman Arkham games. –Come to think of it, this principle might be one thing they’re missing: even if a game can play like being Frodo, I already know how Frodo thinks, and a Tolkien game probably won’t give me enough different strategies to discover him in his actions anyway.

Anyway, I stay away from the tie-ins. But this one was Attack On Titan.

How am I supposed to resist a game that even brushes against that ani/manga’s savage storytelling? Even though this game’s very crude in its nods to the plotline it lumbers through, just to set up more and more of the same school of battlefield challenges, it’s become quite a guilty pleasure.

Because this time I know the characters… and yet there’s room to distinguish them because the battles give more than one option. Like:

  • Eren Jaeger (hot-headed hero): I don’t play him on a mission unless I have time to cut down every Titan on the board, because there’s no way he’d leave one alive if he had a choice. Even the distress signals he might not notice until he killed any Titans nearby.
  • Armin Arlet (budding strategist): he’ll go after every rescue he can, partly out of kindness but also because he’s the best at deploying reinforcements. And I can see him working his way up from small foes to the bigger multi-Titan brawls… feeling for the moment he’s built up the confidence to go for the scenario-closing kill.
  • Mikasa Ackerman (stoic combat genius): As Mikasa I find I prefer targeting the bigger crowds of Titans, figuring the stragglers are what her less skilled teammates can pick off. And I rush for the final target as soon as it appears, because why waste time? (Assuming “protect Eren” isn’t actually in the scenario, otherwise boulder-sized heads are gonna roll.)

They’re simple choices that a game lays out for us, but the game gives us the ideal chance to explore them. And in that exploring, I remember: only some heroes charge in, or work in teams, or any other of a hundred shaded possibilities. It’s too easy to write a scene and let genre or a sense of the obvious pick the details of how a protagonist acts on his decisions.

“He just picks up the gun and shoots his way free”? Before you say that, try spending half an hour trying to play someone who’s offered a good, controllable pistol on one shelf, and a wrist-breaking Magnum on the other, and knows he’ll have to make that choice work based on how he sees a battlefield. Then try to feel just which twist of the fight will make him charge in, or fall back, or throw himself as a shield in front of his friends.

Or how he sees those friends, his goals, his triumphs and despairs. How he acts, down to the smallest detail.

It’s often said a writer should know how a character walks with his cane, breathes to savor the open air, and does his laundry. Gaming with my awareness open helps me build that feeling.

And it starts with how to kill giants. Not too shabby, no?

 

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The Long-Running Series Part 2 – Other “Easy” Lessons from Role-Playing Games

Lesson Three: Room to Grow

Half the secrets of a long-running game or story (as I blogged last time) might be simply making it the best you can. The other half are more particular.

Anyone can write “save the world” as the summary of an adventure, and forget that may not leave anything to do next. –Except, most game systems won’t let you:

One of the built-in appeals of classic role-playing games is that the characters themselves grow in skill, and the game follows them. A swordsman starts his career by fending off one or two wolves (some say it’s a tradition), and gets stronger and more magic-laden until he’s facing down an archdevil.

Think about that a moment. Not just the characters’ changing strength, but the measuring system it implies. These games all but force the game world to provide small challenges and take its time bringing in the world-threats.

That’s a plan for keeping the fun from burning itself out.

Designing a campaign has to match that. Characters aren’t starting at 10th level, so the GM has to fill the landscape with simple orcs as well as the giants that heroes dream of fighting in the future.

—Because if the players are starting at Level 10, the orc dens become just sentries for the giants, and there have to be enough lich-kings further out to populate the years ahead, starting soon thereafter. And where can you go from there?

Games show that a story has more of a future if it starts on a small scale and does justice to that, so that each step from there is moving upward. And that can guide every part of the campaign, or the series.

Look at Lord of the Rings: the first half-book is a true Halloween-style suspense ride as Frodo creeps through evil trees and cowers from just a glimpse of a Black Rider, while by the end Aragorn’s leading armies of ghosts. Or a quirk from one version of Dungeons & Dragons, that only at high level does a wizard get real ability to burn through a demon’s magic resistance; imagine the slow gaming or writing buildups of a hero first being beneath demons’ notice, then becoming more and more afraid of attracting spell-proof enemies, but finally being able to take the fight to them.

Or take the basic ideas players bring for a given hero. One occasional hazard in gaming is a player walking in with the concept of playing “the lost son of a king,” or some other lottery-winner approach to character coolness, and probably to actual power. A good GM might talk him down (maybe with horror stories of the court-caliber assassins he’d draw) to being a simple baron’s bastard, then work to make that smaller scale of intrigue just as vivid as royalty. Better that the character struggles in the village, then the local castle, and works his way up to fighting for the king, instead of obsoleting years of plotlines from the start. The goal is to keep the story going, after all.

An author can take that “savor the small” approach too. Though I admit, many authors would rather make a character royalty and keep tight control on just what characters knew the secret, so that book after book teases readers with thicker intrigue and more threats of him finally being exposed. Both ways keep the story paced, though the second could be more of a stretch to keep believable.

And games encourage something besides scale: variety.

Managing a campaign has the extra challenge that it has more than one hero, and each main character has their own actual player at the table wanting their turn in the spotlight. That baron’s son (or king’s) might have a whole year of conspiracies to look forward to, but meanwhile the priestess has been waiting for two sessions to see if her home town has been overrun by zombies, and the wizard has just summoned—

More characters keeps more happening, whether it’s from a team of central characters or a well-established supporting cast of family, allies, rivals, and everyone else in their lives. Even a few thoughts on bringing a minor character to life and keeping them in our minds—or keeping more aspects of the major folks clear—can produce a whole new plotline. And each plot is a new chance to keep the story varied, both in where it leads and what happens along the way. (You might not dare to kill off the princess, but that leaves the pirate captain’s storyline free for a tragic ending.)

Best of all: with more plots, no one thread has to fear it’ll reach its end too fast. Instead it can run for a time, then attention shifts to another idea, then back to the first. Or else a tale can latch onto that thread and follow it straight through to a proper climax—without having to repeat itself—knowing there are many more plots in the wings. Suggestion: switch back and forth between storylines that are delayed and those that complete at once, to get both the thrill of resolution and the joy of anticipation.

A story arc might be only a chapter or two in its essence. But seen in more detail it could have dozens of steps, and if it’s mixed with more arcs the series can start creating possibilities faster than you can play it or write it.

 

Lesson Four: The Beginning of the End

With the right effort, a campaign or series can run forever. But is that what you want?

In games, the GM might not be making that decision. Since there are dozens of other game systems, infinite story ideas, and a tableful of people who’ve let you run the adventure for them every week, it may be only a matter of time before players start pushing for someone else to run a different game for a while.

(In fact: a GM who goes for three or five years without hearing that is receiving the greatest unspoken compliment there is in gaming. Those players are hooked.)

Writing doesn’t have quite the same outside pressure, but an author may find her series is losing popularity or a newer, hotter genre starts looking promising. Or editors might push for that change.

–Then again: in writing, finding forms of your own passion has proven time and again to work better than switching just because you think you can hit a new trend before it gets old (short answer: you can’t). And from a business standpoint, a series that’s “slowing down” may still have a momentum that a new one can take years to build up. (If you want hard numbers on that principle, look at this analysis for one of my favorite authors, Rachel Aaron.)

Or sometimes, we want a change. A campaign or story could start to:

  • Seem less appealing than our own new brainchild.
  • Move toward the grand conclusion it deserves.
  • Feel like it’s going back over the same plot ideas.
  • Or, we’re just tired of it.

In gaming, switching campaigns and GMs may be something forced on us, but it can also be the best thing for keeping the game itself fresh. The best cure for burnout—or heading off a revolt among the players—might be to plan for it before the pressure builds up.

(Plus, halting your own campaign means you finally get to hit something yourself again!)

It’s a good lesson for any writer too. It’s a rare author who’s blessed with a concept they want to write nonstop for the rest of their lives. Better to watch for the signs of Single Hero Fatigue, or bring out a side project or second series that’s clamoring to be done, than to think of your first writing plan as set in stone.

In a game, part of that “restart” will be starting new characters, who are usually just beginning the climb to power that the seasoned characters have. In fact, it might be that players only want to switch to simpler characters or fresh roles, without even leaving the campaign itself—why waste all that world-building when they can just see the same setting through new eyes?

That’s a powerful tool for writers as well. We can pick a favorite supporting character, a point back in someone’s backstory, or any other tangent that’s worth a story, and bring that to life. It could be an occasional short story for variety, a side novel, or a whole new but connected series that might become more important than the original. And because they tie in to the initial stories, they double as a chance to deepen readers’ appreciation for that “classic core” with their new perspectives. Plus, of course they come with the extra hook that fans of the first series are already nine-tenths sold.

Or… it might be time to walk away for real. If a grand storyline has come to an end or you simply don’t want any more of it, it may be time to archive those maps, or close the book on those books. A writer who puts her characters ahead of her own needs isn’t doing right be either of them.

(And hopefully the players or fans will understand. Though there are worse fates than having schoolchildren wearing black armbands in mourning for the Sherlock Holmes you created.)

In the end, it’s your world.

And the next one will be yours too.

 

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The Long-Running Series – Two of Four “Easy” Lessons from Role-Playing Games

(Reality check: This is written in the aftermath of the Great Los Angeles Rainstorm—and yes, this week that’s reality. All part of preparing to venture forth on the waterlogged streets to speak at Orccon gaming convention.)

 

Every Saturday for hours on end, there I was in the gaming group. Dungeons & Dragons, Champions, and other role-playing systems that kept me coming back for sprawling ongoing adventures that built from bandit raids to galactic invasions over time. Often with the same heroes.

Every Saturday. For years.

We That is, if games and books aren’t just too different to learn from each other.

One guess where I stand on that question. (Hint: I’ve written about cross-training them before.)

So, based on decades I’ve spent in gaming, writing, and trading ideas with the creative folks on both sides, here are four role-players’ tools to help a writer build a long-running series. (Or are they writers’ lessons for ambitious gamemasters?)

 

Lesson One-Half: Ready or Not?

Before I start on the four tools themselves, let’s take a moment to think about what we’re getting into. A three-novel series takes years of obsessive work to write, and one that’s planned as five books or to keep going as new ideas come is a whole order of magnitude beyond that.

The authors who do best at this have already honed their proverbial craft; check out George R. R. Martin’s trophy-strewn career before he launched Game of Thrones. A GM (that’s gamemaster this time, not short for GRRM) worth staying with for twenty character levels has probably been playing and running other adventures for years.

—Except the ones that haven’t.

[bctt tweet=”If anyone asks what role-playing games are, I call them storytelling’s ultimate do-it-yourself kit.” via=”no”]

So naturally, many a GM has tried to run a game within weeks of his friends showing him those crazy rulebooks.

Tip: if a friend who’s only starting to game suddenly can’t stop trying to get you in their brand-new campaign… hear him out. It might be the start of something tasty.

Especially if this friend isn’t one of the more impulsive people you know, it’s someone with a creative side and the drive that they just might pull this together, even though it’s learning on the fly. Which are the same qualities that make a writer. (I know I’m not the only one lured onto the keyboard through a set of dice.)

So: gaming shows that experience is a fine thing for starting a series on the right track… but it’s not the only thing.

 

Lesson One: For Them

For all the hundreds of pages in a game’s rulebook, and how every storytelling technique in history has a firm place in it, more than anything a role-playing game is a social experience. A GM sits down with players and tries to entertain them… including letting them take their turns strutting their stuff to you and the rest of the players.

Which means: what do they want?

Yes, partly that’s the “Londo Question” I’ve blogged about lately, to get inside characters’ motivations and line up the drama. But gamers know, it also means how anyone can turn up at the gaming table. A poet out for a sense of grandeur sits next to the dude who pushes for a fight and takes half an hour lining up the team strategy, while the brothers in the corner trade jokes all through it.

So a GM with big plans starts with those personalities and builds the campaign to serve them. Action challenges by the carload, check—but save some time and energy for those artistic players, and even try to play their contributions off each other. (Why shouldn’t some of the coolest description be about explaining how frightening the villain is, and how treacherous the swamp is that’s about to be laid out on the mat?)

Obvious starts to a campaign would be simply asking the players what they want. But that also means learning to look closer; two players may ask for “excitement,” but they both mean battles and yet one turns out to want a complex tactical challenge while the other’s out for sheer epic scale.

And then there’s designing the characters themselves. A player controls their hero for the campaign; if a friend’s always wanted to follow the footsteps of a shy hobbit ramped up to become a hero, it’s gaming gold to know that and give them a home “Shire” and a set of conflicts to do it justice.

For a writer, same thing. Know your fans, by knowing what they already read—probably the same stories you already read and love, but now learn to see what readers like in them, and why that works. And, which approaches out there just aren’t your style.

Gaming offers its own lesson about a writer’s plans: they’re going to change. One of my last group’s favorite storylines was a throwaway victim character (Wendy McDonald, even the name was a drive-by pick at the time) that we promoted to my character’s girlfriend and weirdness magnet, and eventually became a new player’s own character. All completely unplanned.

Or… I sometimes think of Superman’s “neglected origin” (I’ve written about it before) as something that could easily happen in a game. A character starts out with a backstory, and yet the player just doesn’t care about alien misfit storylines or old-home enemies as much as playing out what it means to be a hero here. While in contrast, Thor starts with nearly the same origin but gets a lifetime of Asgardian plotlines and a villainous brother who’s more popular than he is. Sometimes a storyline zigs, sometimes it zags.

And a writer, like a gamemaster, can base those stories on what genuinely works for the reader, the player… the customer. As long as we keep our eyes open for what turns out to actually work, and what we want to do with that story ourselves.

 

Lesson Two: For You

GMs create for their players, but they’re still playing in a sandbox they build, with everything from the “sand” to the paint around the rim coming primarily from their own vision. That’s at least half the fun, knowing that someone else’s hunger for story is being fed by how you see it.

—And honestly, isn’t that how it should be? Writers and GMs simply put in more work than their fans do, to find and test what genuinely works for people. Henry Ford once said “If I had asked people what they wanted, they would have said faster horses.”

Starting a campaign is one of the greatest indulgences you may ever have. Fantasy, space, horror… the quirkiest new rule system or the old standby… Players may not even like the words “D&D” when you first propose it, but again and again I’ve seen a GM pull reluctant players in and shows them what a concept can be done right. And that’s just the two most obvious decisions.

Writing is spending years locked in a room with our dreams. So, we ought to make sure those are our dreams.

(Does this being the second point mean the writer’s less important than the reader? No, it’s more that in a game it’s best to start with one part player interests before wrapping them in the GM’s own… and most writers already start as fans and ought to understand the difference.)

Whether an idea starts with a player/reader expectation or not, the GM or writer can promptly find their own forms to put it in. A hero’s personal reason to destroy the enemy? One creator can go all out on showing the villain’s villainy; another can start with the person closest to the hero and make it seem like his fault the Dark Side came whispering. Being a GM can be constant practice in looking into the faces of players who expect one plotline, and reading just how far sideways you can twist it. All in the name of surpassing their expectations, of course…

Or, look at the most visible part of any game system: the rules. Most of the published “game” itself is the whole structure for managing character skills, resolving battles, and all the other “how can we” questions that keep the game rolling. (So to speak; some games don’t even use dice for that.)

So what do many GMs do with those rules?

They write their own.

It’s one of the most appealing parts of a campaign: re-building parts of the rules structure to make house rules that are more detailed or more efficient or just more your own. And it’s no surprise that the favorite candidates for change are how a game defines its own magic and exotic abilities.

Writers do the same, with any paranormal system we let in our story. (That flying belt is mine, and Mark’s going to use it the way I say it works!) An outsider looking in at a campaign or story might be surprised at how much attention goes to those customized parts… until they see how much they inspire us to keep writing, and how much the game group or the readers treasure that signature. And the longer the storyline runs, the more that bond pays off.

Or one more example: A GM knows he’s the actual “God” of the game world, able to preserve the heroes’ lives and storyline—and yet push it to the limit—by playing with luck and reality to protect them. Writers have the same power, and the same risk of overusing it and bleeding away suspense.

When you create a world, you can make it what you want, and keep it what you want. As much as people let you get away with, anyway… and that can be all the wiggle room you need.

 

Next time: the other two lessons, some specifics on planning and sustaining the story.

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Photo by Gurney5

Ten Writing Tricks from Gaming

The following are tricks I’ve learned from role-playing games, board games, and other gaming fun, that help me remember what works in writing.

(The Unified Writing Field Theory — searchings and findings on what makes stories work)

#1: the Characters’ Viewpoint lets you write

For me at least, the best tool to help me write is getting into what it’s like to be a character– from bits of their background, signature skills or tactics, and all kinds of details, plus every plot twist that helps sweep me up in how he has to do what he does next.

Gamers can use each session to practice their sense of these, and see how other people do them too. The more in touch you are with what works for you, the more you’ll get written.

#2: Conflict

No matter what a story is, gamers know the narrative should never get far from the conflict: why the hero has to do something, why someone or something else is in the way, and anything that helps or hurts his struggle.

Games show how the story is always better with a strong villain, especially when the story lets that villain impress the readers, and then tick them off. (Or if the obstacle isn’t a villain, the situation should still be a serious challenge, and sometimes seem like it’s “out to get” people.)

And, weakening the villain weakens the whole story.

#3: the Stake or Change

Role-playing games have both routine adventures and ones that changed parts of the storyline; the changes are usually the more memorable ones.

Also, role-playing games let characters gain power and equipment, for the excitement of getting stronger. Try writing to build a sense that your characters can only do so much– and then they learn to break some of those limits.

#4: Losing

Games have the thrill of actually being able to lose, instead of the jaded “the hero always wins.” But this works in games because you can still play another game, or resurrect or replace a dead character– it’s harder in stories where the hero’s life is on the line.

Some stories provide this by playing up the times the hero fails but survives to try a different plan or fight a rematch. These are less powerful than times the reader’s come to care about someone or something besides the hero’s life, and that is permanently lost (or really could have been).

#5: Choice

Games are built around players’ choices: the next move, when to attack or retreat, how to solve a problem.

Stories can be stronger by leading the reader into a sense of why the character has to take the choice he does: why he’s so driven, how many choices he has and why all the others don’t work, at least for the kind of person the reader understands he is. (Gamers choose their action based on a clear situation; readers want to see the situation so well they’d choose the character’s action too.)

(Then, be sure those choices have good pacing, variety, and sometimes lead to real losses.)

#6: Everybody’s Choices

Role-playing gamers are used to letting other people’s characters share the spotlight; this is good practice for writing a protagonist with supporting characters.

Board games also remind us: an exciting game has to be against a skilled opponent, so villains ought to be smart enough to challenge the hero.

More than that, hero and villain should be watching each other’s moves and reacting to them– especially if there’s a sense that one side makes the other escalate. Also, let the supporting characters react as if they had the freedom other players would: who tries to join up with who because of what’s happened, or who betrays them, or tries to step in at the last minute and steal the prize.

#7: Details for Choices

Games show how eager players can be to learn any amount of game rules and details, while writers worry about giving too much detail and bogging down the story.

The difference is that gamers use that information to choose their next moves. So, a writer can make the most use of any detail that’s a factor or hint about what a character chooses– what about the forest helps an ambusher hide in it? what traditions of the royal court help him win allies?

#8: Dialog

Gamers have a chance to practice dialog by listening to other players. Of course most speech patterns at a game table aren’t right for most stories, but a writer can listen for specific patterns: getting excited makes who speak faster and makes who babble? who says “Got it” vs “Okay”?

(And watch for any interesting catchphrases someone has, to inspire what you can give your characters.)

#9: Fun Now

Games are always at risk of going off on a tangent (side-discussions of what’s going on, or general chitchat), so gamers get practice in luring other players back onto course (eg with clues or immediate challenges). Develop the sense of when you’re losing the players’ interest, and apply it to writing.

As that sense improves, it can also help in planning a story or a chapter. What’s a good starting place, a fun arc, and a satisfying ending?

#10: People

Gamers get used to sitting with fellow players. A writer needs to get comfortable asking people what in a story works and what doesn’t.

Also, gamers learn different players just prefer different parts of the game; writers should keep in mind not all writing will appeal to everyone. But at the same time, the other people are still there because they want the story to be good, just as the writer does.

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