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Writing Excuses 17.16: Miscellaneous Structures
 
 
Key Points: What other types of structures can you use? The choices are nearly infinite. Stories told backwards. Vignettes, letters, guidebooks, almanacs. It's easy to get trapped into using the same structure again and again, but take time to explore others. The structures we use to create something and the structures that we use to consume something may be different, and creators need to be aware of both. Structures aren't necessarily exclusive, you can use them to complement each other. How do you decide what to do? What's fun and exciting! Consider the outlining technique "10-year-old boy excitedly tells you about his favorite movie."
 
[Season 17, Episode 16]
 
[Dan] This is Writing Excuses, Miscellaneous Structures.
[Mary Robinette] 15 minutes long.
[Peng] Because you're in a hurry.
[Howard] And we're not that smart.
[Dan] I'm Dan.
[Mary Robinette] I'm Mary Robinette.
[Peng] I'm Peng.
[Howard] And I'm Howard.
 
[Dan] We've spent the last seven episodes talking about different kinds of structures. We've been taking a very different tack on it than we often do on this show, and it's been wonderful. But there are so many other types of structures we haven't talked about yet. Peng, what have we missed so far?
[Peng] Oh, well, I mean, I guess the choices are nearly infinite. There are just so many fun things you can do with your work. You can… For example, we haven't talked about stories told backwards.
[Mary Robinette] Momento.
[Peng] Or… Yeah. Well, wait. Is Momento the end or the middle? Right?
[Mary Robinette] I thought it was told backwards. Anyway.
[Dan] Totally told backwards except for the end.
[Peng] You know what. We should talk about that when after this, because that's a great example…
[Chuckles]
[Peng] But… Yeah, so we've got stories told backwards, we've got stories told all as vignettes, or stories told entirely as letters or guidebooks or almanacs. So, I mean, I guess the lesson is just that the possibilities are limitless, and it's just more about finding what works best for your story.
 
[Mary Robinette] To circle back to something that I talked about at the beginning, about how… That when you're copying the Masters, that you reach for a structure that you know works. What I'm personally hoping that we all take away from this is that there are a lot of structures out there, and that it's very easy to get trapped into doing the same kind of structure over and over again. So it's… I think it's worth exploring whether or not there are other things to play with.
 
[Howard] When I was a college student studying music, in my form and analysis class, we had a… We're analyzing this piece, and the professor, who was very.. I don't want to say combative, but he always wanted you to defend anything that you said. He asked, "How do we know that this is the beginning of the second movement?" Me, being glib and stupid and 21, said, "Because the double bar line right there indicates that it's…"
[Chuckles]
[Howard] He says, "Yeah, fine, that's how we see it reading the music. But how does the listener know that it's the beginning of the next movement?" I looked down at the double bar line, deeply repentant for having opened my mouth to begin with, and realized oh, wait, there's a key change and the very first note after that bar line is a note whose… Is now a B-flat instead of a B. I said, "Well, the key changed and this first note is a B-flat. I bet the listeners can hear that." And I was a hero for the day. The point here is that the structures that we use to create a thing are visible to us. The structures that we observe when we consume a thing are going to be different. You can't see the double bar, you can't see the accidental, all you can hear is the new note. That lesson, any time I'm deploying a structure, there are aspects of the structure that are there to help me write. There are also aspects of the structure that are there to help the reader consume what I've written. I need to be aware of both.
[Dan] That is a really wonderful thing to bring up here, because it does come full circle back to our very first episode of this class, where we talked about things like Encanto which are using an unfamiliar structure and which some members of the audience felt was strange and unfamiliar. There's absolutely ways to introduce new ideas in a way that the audience knows what to expect and doesn't go into it saying, "Oh, okay. Disney movie. I know exactly how this one's going to end." No you don't, because it's different. I also want to point out that a lot of the structures, I think all of the structures we're talking about, aren't necessarily exclusive to each other. Or to other things. You can tell a story that is entirely done in vignettes and also follows three acts and also follows Save the Cat. Like, these are all things that can complement each other. You don't have to pick just one and then throw everything else away.
[Peng] Yeah. I think that's a really good way to put this, that all of the structural techniques that we've talked about in these episodes, they're really… That's what they are, they are techniques that can be used within these larger kind of overarching frameworks. So, even if you're building your story based on Save the Cat, the overarching framework of Save the Cat, you can have multiple perspectives alternating back and forth or you can have multiple timelines or you could also have footnotes. So you don't have to limit yourself, yeah, to just one of these. You can have… I mean, I guess you could even try to have all of them. Should that be our homework?
[Laughter]
[Dan] Use every structure at the same time. We didn't think that the shuffling story would break your brain. This one will definitely break your brain.
[Peng] Yeah, yeah.
 
[Dan] Completely. Now… This… I do want to get into the question of… Since we're talking about choosing which structures to use, how do you choose? How do you decide? Maybe you start with the idea of, well, I'm going to tell a frame story. Or I'm going to tell an epistolary story. Or maybe that comes to you later. So, Howard, we've been talking quite a bit about your in-world books for Schlock Mercenary. The 70 Maxims and the RPG are both written as in-world artifacts that are telling their own story on top of what's on the page. At what point did you decide with either or both of those, okay, this is the weird structure I'm going to overlay and this is why I'm going to do it?
[Howard] Um… I… Honestly, Alan Barr and I had been trying to get the right hook for the Schlock Mercenary role-playing game for almost a year and a half. Then, at LTUE, a local sci-fi-fantasy convention, which is actually happening right now while we're recording, and I'm not there. Big sniffle. We are at LTUE, in the hotel having breakfast, and I had this wacky idea. I say, "So, hey, Alan. What if the book, the RPG book is an in-world artifact?" His eyes lit up, and he's like, "Oh, my gosh. That's the best thing ever." I'm like, "Well, it's not original. Monster Nomicon and Privateer Press, they did that." He goes, "Oh, I know it's not original, I don't care about that. What I care about is that this sounds like fun." So for us, the in-world artifact aspect of it was fun and got us excited. Then, any idea I had that deepened the in-world artifactness of the book was a thing that went into it in order to help sell that idea. As structural principles go, as scaffolding goes, the measuring stick of does this sound like fun for me to do? Does this sound like fun for people to read? Is a really good one that I come back to a lot. If I'm not excited about doing a thing in a certain way, no amount of money is going to…
[Chuckles]
[Howard] Make me do it. No amount of money. Enough money, and I can start having fun again. But, yeah, I chose those models because they entertained me.
[Dan] Yeah. Well, I think… I mean, I'm glad you mentioned money because that's something that I talk about all the time when I teach classes is nobody gets into this business to get rich. Because that is not the natural outcome of anyone's writing process. We do this because it's fun and exciting to us. Ultimately, I think many if not most of the decisions we make with what we write and how we write it are, well, this sounds really exciting and this is a toy I want to play with. 
 
[Dan] Let's pause here and do our book of the week.
[Howard] We've done this as a book of the week before. The 70 Maxims of Maximally Effective Mercenaries, which has a wacky story structure to it because of the handwritten margin notes and whatnot. It's available at shop.schlockmercenary.com. Boy, if you want to look at something that is a weird story structure, we got you covered.
[Dan] Sounds awesome. I just finished writing something with a very weird story structure, but I can't pitch that to you all until October. So…
[Oh]
[Dan] You can look forward to that one.
[Peng] Good foreshadowing, though.
[Howard] Well, if we go back for some multiple timelines episode, can you do it then?
[Dan] Then I…
[Howard] I'm sorry, I said that wrong. Can we have done it then?
[Dan] Can we have already done it then? Yes. We will have already done it there.
 
[Dan] Okay. So, what I want to talk about now is let's get into some of these weird things. We talked about stories that are entirely composed of vignettes. Peng, give us an example of one of those, and why might that be a cool structure to use.
[Peng] Yeah. I think my favorite example of that is probably Invisible Cities by Italo Calvino. It's… I think it's Marco Polo talking to Kubla Khan. It's just a series of very, very short stories. They're just descriptions of every city that Marco Polo has visited in Kubla Khan's Empire. It's so… It's fascinating because there's really not much of a story in the traditional sense, because each one is just a really small self-contained description of a new place. But it's really interesting and frees us up to read, I think, because you can take it at your own pace. You probably could skip around if you wanted to. So it's more about just all of these stories and the beautiful places taken as a whole, rather than anything in particular that happens in each one. So it's got a very different affect on you then reading a traditional narrative. But that goes back to what we were saying about how sometimes we… you don't want to keep doing the same thing over and over. Sometimes you do want to write something different, or you want to read something different.
[Dan] Well, that's very cool.
 
[Howard] The outlining technique that I've fallen back on from time to time, which I call a 10-year-old boy excitedly tells you about his favorite movie…
[Laughter]
[Howard] Complete with lines like, "Oh, oh, oh. I forgot to tell you. The hero has a magic gun strapped to his ankle." Or something.
[Peng] Footnote.
[Howard] Yeah. Footnote. Whatever. But that outlining technique is itself a form of structure that comes back to the oral tradition. I mean, it sounds silly to say it, but 10-year-old boy tells you about his favorite movie is an oral tradition that we've probably all at some point taken part in. As a kid has tried to tell us about this thing that they love. The oral tradition of us sitting around the table telling stories to one another is itself a structure that you can use to tell of the things. The more familiar you are with story structures… And this was a big eye-opener for me, the better you become at sitting around the table with other people telling stories, because before you open your mouth, you're like, "Oh, I know where the beginning, the middle, and the end is. And the end of this story will adjust this conversation to a new topic. This conversation needs a new topic." So we're off to the races. Then you tell your story, with its beginning, its middle, and its end, and you steer the conversation to a new place. Storytelling is powerful stuff.
[Peng] It is. It is. I also think that that excited 10-year-old boy tells you a story might be a really good way, if you're unsure about what kind of a structure you want to use, to figure out the kind of structure that you might want to use for your story. Because if you are, if you pretend to be the excited 10-year-old boy telling yourself the story that you're about to write, and you can just listen to the excited 10-year-old boy as he… Whatever his oh, oh, oh's are. So if he keeps saying, "Oh, oh, oh," about this other character, or "Oh, oh, oh," but 10 years before this, this also happened, or "Oh, oh, oh," and he keeps returning to a thing that this story can be built around, you kind of can get a feel of maybe what I'm missing is a second or third character perspective, or maybe what I'm missing is this whole other alternate timeline it's going to happen in the past or the future, or maybe what I should be doing is structuring my story around this map or this timeline countdown or this artifact that's in the world. So I think figuring out what you're most passionate about in the story, and then asking yourself questions in that way to see what your story keeps asking you to explore further is a really good and natural way to figure out the kind of structure that would be best.
[Howard] It's also helpful to have a discussion of structure versus form. The three act versus the form of a cozy mystery. Yeah, cozy mystery can be told in three acts, or a cozy mystery can be told in kishotentetsu. Cozy mystery obviously could be written with seven points, or with 10-year-old boy or… Well, 10-year-old boy is unlikely…
[Laughter]
[Howard] To be super excited about the cozy mystery…
[Laughter]
[Howard] Unless it's set in space. But I don't want to give away what I'm working on next. The… But the point here is that as we look at the huge jumble that is story structures, I always try to resist the temptation to map one onto the other, and to say, "Oh, three act is just seven point story structure without extra information." Or "Hero's Journey is just way too much detail on a five act play." I resist doing that because all of these structures exist to help the brain of the creator and the brain of the consumer get from I don't have a story yet to I have reached the end.
 
[Dan] So, there is such a lot to think about here. I think that that is fascinating. I want everybody to try these out, and we've got homework that is going to help you with that. So, Peng, give us our final homework for this wonderful structure class.
[Howard] Break our brains!
[Peng] All right. Well. For your final homework, you are going to take the project that you're working on or an outline of the project you're working on and try to reframe it using one of the structures that we've talked about during this deep dive series. Maybe especially ones that you didn't try before. So, take your outline or take your project, reframe it with one of these techniques, and then consider how that changes your work. Ask yourself what aspects of the story does it heighten or what did it diminish, and you know not every structure is going to work for every story. But, by doing this really intentionally instead of just letting some kind of a structure fall into place naturally, seeing what it does for your draft and what aspects of these techniques you might want to keep moving forward, I think could be really helpful.
[Dan] Cool. Hey, Peng, thank you so much. These episodes have been wonderful. This whole class you put together for us has been great. Do you have any final words?
[Peng] I just want to also say thank you so much. I had such a great time this season.
[Dan] Cool. Well, thanks for joining us. We want you all to go out and buy Peng Shepherd's and try all of these techniques in your writing. So, anyway, this is Writing Excuses. You are out of excuses. Now go write.
 
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Writing Excuses 16.19: Intro to Roleplaying Games
 
 
Key Points: A roleplaying game allows you to inhabit a persona (play a character) and live their life for the course of the game. The outcome of a roleplaying game, the course of the game, is not necessarily predetermined. When you're writing for a roleplaying game, you're writing a story, but someone else is writing the protagonist. You have to balance predestination, the writer as the invisible hand of fate, with free will, the characters' choices. You're turning a novel into an amusement park. Writing a tabletop roleplaying game is balancing between all games are physics simulations and all roleplaying games are improvisational theater. It has to be fun. Situations need multiple successful resolutions, a large possibility space. Game masters curate the experience the players want to have. The illusion of choice, or curating real choices? The choices need to be entertaining. A good visual model of narrative flow for tabletop roleplaying games is a pachinko machine. Pet peeves? Dead ends. Only one type for a gender. Long read-aloud sections. Other people telling me how my character feels. Game master versus players.
 
[Season 16, Episode 19]
 
[Mary Robinette] This is Writing Excuses.
[James] Intro to Roleplaying Games.
[Dan] 15 minutes long.
[Cassandra] Because you're in a hurry.
[Howard] And we're not that smart.
[Mary Robinette] I'm Mary Robinette.
[James] I'm James.
[Dan] I'm Dan.
[Cassandra] I'm Cassandra.
[Howard] And I'm Howard.
 
[Dan] We are very excited to be introducing for you all another one of our intensive courses for the year. This one is about game writing and interactive fiction. So we've got two really incredible guests who are both experts in this field. They're going to be teaching us all about it for the next eight episodes. So, James and Cassandra, introduce yourselves. Let us know who you are.
[Cassandra] I'm Cassandra. I used to work in Ubisoft Montréal. I've worked on games like Hyperscape. I've also done indie work for titles like Fallen London, Sunless Skies, Wasteland 3, and I've done a little bit of tabletop work for D&D and World of Darkness. James?
[James] I'm James L. Sutter. I'm mostly on the tabletop side. I'm the co-creator of the Pathfinder and the Starfinder roleplaying games. But I've also done a little bit of videogame work. So, between us, we're hoping to cover everything folks want to know.
[Dan] Cool.
[Cassandra] [garbled… saying that]
[James] Yeah.
[Dan] Yeah.
[Chuckles]
[Dan] We are very excited to have you with us. Mary Robinette and Howard and I also have a little bit, a tiny fraction, of game work, so at least we kind of know what we're talking about. But let's jump into this. Cassandra, our topic this week is intro to roleplaying games. What… Where do you want to start us?
[Cassandra] Well, let's go back to, like, the bare basics of this, the very simplest definition of it. A roleplaying game is essentially a game that allows you to inhabit a persona and sort of live out its life throughout the course of the game. In other words, you could be Bob the accountant in your daily life, but in a roleplaying game, you might be Somarian the Elf. What differentiates a roleplaying game from, say, an action game or an adventure game is that the outcome is not necessarily predetermined. There are ways to get to the end, but in between you have side quests with different possibilities, different ways they might go. It might end horrendously in an ending you might not have been expecting, kind of like real life. There are also inventories, there are stat-based systems, and, depending on what you're talking about, whether it is a AAA type or a tabletop game, those stats might come into play differently. It's something that I think James might be very good at discussing.
[James] Yeah. Well, especially because in tabletop roleplaying games, you have to do a lot of stuff on the fly potentially, because the nice thing about it is that in something like Dungeons & Dragons or Pathfinder, every… Your characters can do literally anything. That's the blessing, but also the curse. Because if you're running the game, you need to be able to account for all of that. So the thing to remember, when you're writing for a roleplaying game type thing is that you're writing a story, but someone else is writing the protagonist. So you've got this balancing act, because it's your job to make the story go where it needs to go, but it's the players job to make everything makes sense, make sense for their characters, to make sure the protagonist is doing what they think the character should do. Usually, you're playing with multiple characters at a time. So it's that question of how do you guide the players through choices that feel meaningful an independent and sensible for the character they've chosen to inhabit, but also is guiding them along the right general story path. So, I'm curious, Cass, what do you feel like are some good examples of that?
[Cassandra] At least in AAA games, I think Mass Effect might probably be one of the easiest examples to look at. Because you have the paragon and you have the renegade route. Even though you are still giving the player freedom of choice to go and do whatever they want, once you have it categorized as, all right, this is light side work and this is dark side work, you kind of teach them to go along the path that you need them to go towards to fit the conclusion without ever feeling like you're holding them on a leash. It's all about balancing predestination and free will. You are absolutely the invisible hand of fate.
[Chuckles]
[Cassandra] Although occasionally you need to be a little bit less invisible, otherwise the players are just going to go off the rails. But what I think really is very interesting about writing for roleplaying games, especially, is that if you're transitioning from like say novel writing, you… Well, at least I did. I had the trouble of constantly wanting to make things linear. I expected the players would want to go a certain direction, they would need to follow the beats that I'd given them. But the trick about roleplaying games and designing them is you're giving them a setting, you're giving them a sandbox, you might be giving them a little bit of a map, like a toolkit, some directions on what to do, and you're kind of hoping that they will go in that direction. It is not necessarily true. To reuse a metaphor about novels, it's kind of like turning your novel into an amusement park, and then setting the boundaries along with it. But what's it like, doing similar things for, let's say, tabletop games, because it's so much more open ended with the game master's and so on? With video games, you have all those things preset by design, by audio, by the visuals… Man. I don't think those terms do exist with tabletop games.
 
[Howard] Years and years ago, 15 years ago, Steve Jackson said to me, "All games are physics simulations." That stuck with me. I keep coming back to it and asking, "Well, wait. This game isn't a… No, at some level, this is a physics simulation." The second one, and I can't remember who told this to me, "All roleplaying games are improvisational theater."
[Yeah]
[Howard] Talking about tabletop roleplaying games as improvisational theater. So, for me, writing or playing or game mastering a tabletop roleplaying game is a balancing act between this is a physics simulation and this is improvisational theater. I say improvisational theater rather than improvisational storytelling because we know we want the storytelling to happen, but the theater aspect is what suggests that this has to be entertaining rather than just narratively… Functional narrative. I want it to be fun.
[James] Yeah. I use that improv example a lot when trying to explain roleplaying games to folks. I often say, like, the game master, who's sort of running the show, is kind of like the director. Then, all of the players are like actors, each inhabiting a character. So you create a character and then sort of go through the story that the director's running, trying to just act as your character would act. Everybody's kind of building off of each other. That's what creates this loose fun story that can go in different directions. I think that one of the things about that is, like Cass was saying, you gotta be careful not to be too linear in your story. You want to make sure that situations allow for multiple successful resolutions. Right? Like, you want to think about… Even if you thought… Your first thought is, "Well, they'll fight their way through this situation." You also want to be ready for them to talk their way through the situation, or trick somebody, or cause a distraction. Really considering the whole possibility space, that's what you're creating as a game writer is sort of these situations. Yeah, Mary?
[Mary Robinette] So, something that occurred to me as you were talking is one of my favorite DMs, I'm going to do a shout out to David Spears, but he said something about roleplaying that I really… It resonates with me a lot, which was that as a DM, he felt like what he was responsible for was curating the experience his players wanted to have.
[Yeah]
[Mary Robinette] For me, that made more sense than the improvisational theater director metaphor, because the director is trying to execute their own vision, and a curator is trying to shape it for the people, for the viewer. So, for me, it often feels more like that there's a certain amount of second person… Or interactive theater. That there is this path and that on one hand, you can do a thing which I used to do in theater all the time which is that you can give the audience the illusion of choice.
[Yeah]
[Mary Robinette] On the other hand, you can say, "Okay. No, you do actually have a choice, and I will go with you on this journey and I will curate this." I feel like those are two different modes of roleplay.
[Cassandra] Definitely. I think…
[James] Yeah. I think they're both crucial. Right, Cass?
[Cassandra] They are, definitely. Sorry, I think Dan was going to say something. I saw a finger there.
[Dan] I… Yeah, I wanted to jump in with this illusion of choice. Two of the best pieces of advice I ever got when I first started writing for roleplaying games was, first of all, somebody said that as you're controlling this story, as you're presenting the options, you can… If the characters come to a two roads diverge in a yellow wood kind of situation, and you need them to get to a castle, either road is going to lead to the castle. But they get to choose which one they're going to go down. That's kind of a blunt force illusion of choice. But then what you can do is add on to that, and present… Just make sure that the choices that you're offering are entertaining. This is something that game master's can fall into accidentally, where they make a choice they don't want the players to make and they present it as being really interesting or entertaining, and then they're stuck and they have to improvise something. But when you're writing that, if you are presenting a scenario, you can just kind of fill it with a lot of interesting toys to play with that… And then the players are going to immediately latch onto the ones that are exciting to them. If they see there's a giant fruit cart in the middle of the street, then they might think, "Oh, we could turn that over," or we could do whatever. If you make sure to put interesting characters into the space, that will lure them into talking to them. If you make sure to include a bunch of security cameras, then they will think, "Oh, we might need to sneak around or find a way to disable those." Giving them interesting choices instead of just choices is a good way of guiding them.
 
[Howard] If you ever wanted a physical model, a visual representation of storytelling, good storytelling narrative flow, for tabletop roleplaying games, it's the pachinko machine.
[Chuckles]
[Howard] The balls can bounce left or right, but they always go down. The balls cannot escape the machine. They start at the top, but then there are little decisions along the way. At the end, yeah, there's multiple possible places the ball could land. Tracy Hickman described this as narrative bumper pool. At any point, you have choices. But all of the choices are leading us in this direction, rather than in the open-ended, the world keeps getting bigger as my players running any possible direction.
[Cassandra] Oh, that makes me think of the first Walking Dead game, honestly. Which I think is a really good example of how that illusion of choice and that use of linearity just kind of worked… I remember articles just exploding after people started playing the game, because people were so infuriated that… With how they never really had a choice at all. The game would tell you that characters remembered what you did. It would set it up so that emotional resonance between one choice or another was just so harrowing. But, let's say a character you decided not to helping one situation, you would eventually see them later. They would play a role in another set piece. But the thing that struck me most with that game, and how it implements that illusion of choice, is the ending. I think the game has been out long enough that a spoiler is fine.
[Go for it]
[Cassandra] Essentially, the end, you have this 10-year-old girl seeing her surrogate father slowly transform into a zombie. You find yourself with two choices, and they're both incredibly horrible. One, you leave. Like, you run, you go as far as you can from this person you cannot save. Or you shoot him in the head. Mechanically speaking, none of this matters. The poor guy still dies. But the fact that this was presented to you with so much emotional weight. Like Dan was saying, like, these are toys. Very morbid [garbled] toys, but these are toys on each other side of the road. If you present things that are interesting and resonant enough with the player, it doesn't matter that they know they're still going to one ending.
[James] I think the big thing about that is that the choices need to be tied to the player. Right? Like in the example you just gave, both of those are things that really… Like, you're making the call to drive the story. I think that's something people often run into when they're not used to running a game is it's really tempting to make the players not the main characters. You'll have that GM insertion character, the like helpful nonplayer character, the sidekick, who just happens to be better than the players in all these different ways. The player tries to go one way, and they grab them and steer them back on course. Like, you can do a little bit of that, but you really always want to make sure that your choices are being made by the players and that they feel significant to the characters.
[Cassandra] We're all NPC scenario life, there's no reason to continue being one in a game.
[Laughter]
[Dan] That's brilliant, and a little sad. But I love it.
[Laughter]
 
[Dan] I want to interrupt here. I have let this discussion go on maybe a little longer than I should, because we should have paused several minutes ago for our book of the week.
[Oh, no]
[Dan] Or our game of the week is how we're going to do it during this intensive course. I believe our game of the week this time comes from James.
[James] Yeah. So the game of the week is going to be the Starfinder roleplaying game, which I was the original creative director on. That's all about… It's a classic pen-and-paper roleplaying game. It's all about space wizards and laser ninjas. It's science fantasy, so you can kind of do everything from Alien to Star Wars to Fifth Element, whatever sort of story you want to tell. If you want to be a lizard with a grenade launcher or a bug priest of the death goddess, do whatever you want. But I wanted to bring this one up because there's both the tabletop version that you can go find, and also there is an Alexa version, an audio single player version of the game that I got to write that is free that people can, if you have an Amazon Alexa device, you can just say, "Alexa, play Starfinder." I'm sure I just turned on a whole bunch of people's right now.
[Laughter]
[James] But I have no regrets. You should play the game, because it's produced by Audible Studios and has a full cast and it's really fun.
[Dan] Well, as of this recording, just yesterday or the day before, you want a bunch of awards for that, didn't you?
[James] Yeah, we won some nice industry awards. I think like best voice experience and best developers. So, yeah, it's really a fun kind of a new medium. So it was nice to be able to bring this game that I love in tabletop into a voice version that people can play without having a group. You can just be playing it by yourself in your kitchen while you're making dinner.
[Dan] Cool.
[James] Well, thank you.
[Howard] My first experience with the Starfinder tabletop roleplaying game book was opening it up and literally removing the pages so that I could use them as references, because I was illustrating the Munchkin Starfinder cards for Steve Jackson Games.
[Right]
[Howard] It was easier to have the pages of the book all over the couch and the floor in front of me.
[Chuckles]
[Howard] Then to have to pick up the book when I was drawing. I felt a little bad about it. But not bad enough to not do it. I got another copy of the book for me, anyway. So…
[Dan] Oh, man.
[James] Officially forgiven.
[Dan] Well, I love this, and thank you for using this is our first game of the week, because I think it's a great illustration of the fact that these… This is viable writing, like freelance or career employment opportunities. This is not just us talking about games because we love games. This is a job that people have, that people win awards for, that people get paid for. So, that's kind of why we're doing this whole class, is those writers who want to focus on games or on interactive… You know that it's a real thing and that it can be made to work. 
 
[Dan] Anyway, we have gone a little over time, but I want to… This is our first episode of the course, so let's take a little bit of extra time. Because I know that Cass and James want to talk a little bit about pet peeves in roleplaying games.
[Mary Robinette] I was going to say, if we don't get to talk about pet peeves, I will…
[Laughter]
[James] Yeah. Absolutely. We should open this up to everybody. Maybe, Cass, you want to go first, but I'm sure that everybody here has something they've seen before that they feel like, "Oh. Never do that."
[Cassandra] Dead ends. I loathe… I grew up with the Sierra games, I grew up with King's Quest, and never lost my absolute hatred for how the game would just stop if say you looked at the mouse at the wrong instant. With roleplaying games, I feel like… I guess it should be failure, but the consequences should be interesting. It should be fun to die. It should be fun to see your kingdom crumble away. Just so you know you can see, like, an octopus kingdom rise up from the ashes of it. What about everyone else? What are your pet peeves in roleplaying games?
[Mary Robinette] Mine is… So, I played D&D all through high school. And one of the things that was frustrating is that in this game in which I'm supposed to have all of these choices about who I can inhabit, there were all of these different body types, and just forms for male characters. All of the women were this single, very sexy, scantily clad type. Like, everybody had exactly the same model body. As a highschooler who was already dealing with all of the body insecurities, that was… It was like, "But what if I don't want to wear a metal bikini?"
[Chuckles]
[Mary Robinette] So, for me, it's writers who are not thinking about all of the different types of people who want to play a game and therefore shut them out.
[James] Yeah. Absolutely. I feel like that diversity of choices can also be a thing, like people… Even if folks go, "Oh, okay. I need to make sure that I cater to people in terms of what their character looks like." You also have to remember to cater to all the different sorts of decisions that people might want to make. So, question your own things about like which characters get romantic subplots. Is it just the characters that you personally would be interested in? If that's the case, then you're making a mistake. Right? You need to remember that you are not your only audience.
[Dan] Yeah. I think Mass Effect, which Cass mentioned earlier, is a good example of doing that right. Because most of the characters are romancible, regardless of gender, regardless of species, regardless of anything else, and you can really kind of curate your own story that way as you go through it. Because they took the time to add in all of that extra choice. One thing that is a pet peeve of mine, I always used to think that I hated big read-aloud sections in roleplaying game campaigns, and then once I started writing them, I realized I actually like read-alouds, I just don't like long ones. If something goes on for more than a paragraph, it, in my opinion, might be a little too long. I remember I played a D&D campaign with James, and it begins with almost a full page of here, let me read you this gargantuan introduction. We were all just laughing by the end of it, because we couldn't even remember how it started. It was so long. Take the time… Use read-alouds to get across a mood or an ambience or to get across a really great character beat that you really want to be in there. But then, step back and let the game master and the players kind of tell their own story.
[Mary Robinette] That's right. I forgot that it's game master these days. I'm so old.
[Laughter]
[Howard] My own least favorite is, and this is a sin that can be committed by the game master or by other players. I don't like other people at the table telling me how my character feels about something.
[Oh, yeah]
[Howard] Don't… No. You describe what happens and give me the opportunity to react. Because that's why I'm at the table.
[James] I'd also just throw out, also, especially in tabletop where there is the game master and the players, there can sometimes be a feeling that it's the game master versus the players. Like we were saying before, like, that's never the case. Your job as game master is to make sure everybody there has a good time. That's the goal, right? So you want to… You don't want to be so easy that your players never feel fit… Never fear failure. Because that reduces tension. But you're also not trying to kill off your characters. It's not the characters versus you as the manifestation of their story. So, the number one thing is just make sure that everybody's having fun. Similarly, don't allow players to be jerks under the guise of, "Well, that's what my character would do." We're all still there to have fun and tell a story.
[Dan] Cass, what were you going to say?
[Cassandra] Oh. No. I was just going to say that autonomy is just, like, the imperative in this situation. Having jerks try to force their ideas on you, that pushes against a player's autonomy. Similarly, telling a player exactly how they feel… Nope. No. Those are just pet peeves of mine, too. I'm just sighing about them in the very short amount of time we have left on an episode that's already run over…
[Laughter]
[Dan] Yeah. We do need to be done now.
[Laughter]
 
[Dan] But I believe we have some homework.
[James] Yeah. So, homework hopefully will be pretty easy and fun for folks. I just want you to spend some time playing a roleplaying game. That can be a videogame, that can be tabletop. But, play a roleplaying game and take note of what's fun and what's not.
[Dan] Awesome. That sounds great. Okay. Thank you very much for listening to our episode. We are going to keep talking about game writing for the next seven weeks. We hope to see you again. Thank you very much. You are out of excuses. Now go write.
 
[identity profile] mbarker.livejournal.com
Writing Excuses 6.23: Pigeon Holes

From http://www.writingexcuses.com/2011/11/06/writing-excuses-6-23-pigeon-holes/

Key points: Beware pigeonholes! You can get a lot farther by writing what people think they want than just pushing what you want. Write what you want, but do it in such a way that people think it's something else! Be open to trying new things. Pick difficult things. Pick things outside your comfort zone. Stretch as a writer! Fulfill your creative jollies in a lot of media. Find the best story you can tell and tell it with your greatest skills. Rise to that challenge! Find the fun of each new type of story. Do a writing prompt every day, share it with people, and write!
spilling out of the pigeonholes... )
[Jonathan] Write the opening scene of a Steampunk version of Alice in Wonderland.
[Dan] Nice.
[Howard] Very good. Jonathan, thank you very much for joining us. Ladies and gentlemen, this has been Writing Excuses. You are out of excuses. Now. Go. Write.
[identity profile] mbarker.livejournal.com
Writing Excuses 5.15: Steampunk with Scott Westerfeld

from http://www.writingexcuses.com/2010/12/05/writing-excuses-5-15-steampunk-with-scott-westerfeld/

Key points: Steampunk is Victorian science fiction, extrapolated without restriction to current notions of possibility. It's also very tactile. Fashions and manners and brass and chrome and leather. Plus flamethrowers. Not just a literary genre. To write Steampunk, start with alternate history world building, and add other technologies -- crazy weird stuff. The familiar and the strange. Do your research, but don't bury the characters and the story under the world. "If it's not fun, you're doing it wrong." Cherie Priest.
Under the steam robot clanking... )
[Howard] Final piece of advice for us, Scott? For writers who want to embrace the steamy punkiness of the Victorian era?
[Brandon] Or just any writing advice?
[Scott] Well, I'll quote Cherie Priest. "If it's not fun, you're doing it wrong."
[Brandon] Writing prompt is Tesla is President. This has been Writing Excuses. You're out of excuses, now go write.

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