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Writing Excuses 20.05: Lens 1 - Who
 
 
Key points: You and I must have seen a different movie or read a different book? Save the world or dragon killing game? Relatability. Depth. POV. Emotionally compelling moments. Relationships. The why of a character enriches the who. What is the lie that your character believes about the world? What is the truth that your character is afraid to know? Interesting details! What makes this person tick? Specificity. I'm so happy you noticed that. Tabletop gaming gives you a world, a story, a setting reflected and refracted through the players and the characters lenses. 
 
[Season 20, Episode 05]
 
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[Mary Robinette] This episode of Writing Excuses has been brought to you by our listeners, patrons, and friends. If you would like to learn how to support this podcast, visit www.patreon.com/writingexcuses.
 
[Season 20, Episode 05]
 
[Mary Robinette] This is Writing Excuses.
[Howard] The lens of who. 
[Mary Robinette] I'm Mary Robinette.
[Howard] I'm Howard.
[DongWon] I'm DongWon.
[Erin] I'm Erin.
 
[Howard] And we've got a whole bunch of episodes queued up for you talking about the lens of who. I want to introduce this tool, this lens, by asking a question of my fellow hosts, and, sure, of you, fair listener, what's the most, you and I must have seen a different movie, or, you and I must've read a different book, moment you've ever had with a friend?
[Erin] So, mine is actually a game, and it's one of my favorite examples, so I may have said it before. But when I played Dragon Age Inquisition, a friend of mine also played it, and it's a game where you save the world and magic, what have you. But my friend was like, "Oh, I love that dragon killing game." I'm… I was like, "Dragon killing game? I guess there's a side quest where you can kill dragons…" He was like, "Yeah. I killed every dragon in the game. And then I was upset because there's no achievement for that." I was like, "Yes, because that's not what the game is about at all."
[Chuckles]
[Mary Robinette] Yeah.
[Erin] The game is not… That's not the purpose. But, for him, he was playing this epic dragon killing game, and only saving the world enough to level up to kill more dragons. I thought, wow, how exciting that this game has room for both your hunting experience and my actual narrative saving the world experience.
[DongWon] This is a face of me trying to remember, there are dragons in that game?
[Chuckles]
[garbled]
[DongWon] I mean, it's called Dragon Age, but like… Anyways.
[Howard] The point here is that, and I've said this before, the largest part of what you get out of a book or a movie or a game comes through what you brought with you to the book or the movie or the game. I can't count the number of times where I've come away from a film, just having loved it and talk to somebody. They're like, oh, that was cliché, it was awful, it was boring, it was whatever. And I'm like, it was exactly what I wanted. I… How are we so different? Often these conversations, jokingly, end with, well, I guess you and I can't be friends.
[Laughter]
[Howard] Our perspectives are two different for us to have had that.
[DongWon] Yeah, but I think what you bring in with your interests and your… How you engage with it does change it quite radically. Right? Like, to bring another game example, I'm a huge fan of From Soft games. Those games are this is the Dark Soul series, Eldon Ring, Blood Born, and they're most notorious for having a part of the community that we derogatorily call the Get Good part of the community who just insist that you're not… You have to play the game in the hardest way possible, never looking anything up, never asking any friends, and that… If you're not good enough to do the game, then you just shouldn't be playing it. And I think they could not be misinterpreting the intention of the design more. That, to me, the game is very much about how difficult it is to go… To do things by yourself, and that instead, what we need to do is to reach out to the people around us, to the community, and find resources, find information and find help. But also, like, how hard it is to get clear information, to get help. I think it's a really beautiful meditation on the human experience. Because of its difficulty, but also because of its community. But that's maybe just me bringing my own lens to it, or my own perspective of what it means to be a person in the world.
[Erin] What I love about that is thinking about fiction, like, if you took your get good player and you your bring your community in player, and dropped you both in the zombie apocalypse, how differently would you approach things? Like, how differently would you take the exact same urgent problem… Like, you would be like, who can I reach out to, and they'd be like… I don't know… Get good killing zombies or what have you?
[DongWon] Yeah.
[Erin] And I think that's so interesting, is that a lot of times… I think it's easy to get really attached to a character as a person, like, you're like…
[DongWon] Yeah.
[Erin] Embody them like, this is what Ginny would do. So you sometimes don't get a chance to think about what are all the things that make up the character that you've created, and, like, what are all those lenses that they bring from other situations that happened before they were in this plot of this story right now.
[Mary Robinette] That's also… That's one of the things that will lead a character to being mono dimensional is that the writer only brings one lens…
[DongWon] Yeah.
[Mary Robinette] To the character, that… I mean, how many characters have you seen in stories that appear to not have a family or friends outside this story? Like, they don't have anything outside the story, they exist only to do this one quest, and they feel extremely flat. When you start thinking about all of the different lenses that you can apply to that character, often by looking at the lenses in your own life, that's when you can start making a character that's multidimensional.
 
[Howard] In talking about this, this overarching concept of the way who we are colors our perception, influences our perception of what's around us, the lens of who is how your audience will relate to what's on the page. If you don't understand how that lens works, you will put things on the page and the audience will have reactions that you did not expect. Or not just that you didn't expect, that you didn't want. Because the lens may have been distorted. When we say lens, though, there's so many pieces to this that we're going to cover in episodes that come up. Relatability. When we say that a character is relatable. When we say a character has depth. When we talk about POV tools. First person, second person, third person, omniscient, limited, so on and so forth. All of these are aspects of that lens we'll be covering in upcoming episodes.
[Mary Robinette] We've been talking about this. The last episode, we just discussed puppetry. That was a lens that I bring to the way I experience the world. Much like that, one of the things that will happen to me as a puppeteer is that when I am performing some types of puppetry, I will remember the scene later as if I am looking through the character's eyes, view, gaze. Even though it's obviously an object that is in front of me or above me. This is a thing that will happen to readers as well. If the character is having moments that are emotionally compelling. It's always, like, the really emotionally compelling things that happened to… When this happens to me in performance. If the character's having emotionally compelling moments on the page, your reader is going to remember things through the character's eyes. They're going to… How many times have you had this experience, right? Where you're like, oh, yeah, I can't remember much of that book, but I really remember being at the side of the road, I remember the rain pelting down, as if you had actually experienced it yourself.
[DongWon] It's important to remember that humans are wired to care about other humans. Right? It's why when I talk about, like, stakes, right, in a story, I'm always like, well, what relationship is at stake here? That's where tension comes from, because… But that's true of the reader to the character as well. Right? We want to know the person's emotions, interiority, and perspective, and that's how you pull people into the story. That's how you get people to understand it. Because we are always already seeing it through the lens of the character. There's… It's impossible for us not to do so. I think.
[Erin] Yeah. I think also you don't have to share… And I don't think any of us are saying this, the character's lens, in order to care about that character.
[DongWon] Oh, yeah.
[Erin] Because I think sometimes there are characters who are difficult, who challenge us in some way, who make us uncomfortable, that we don't want to be necessarily looking through that lens. But, it's still so compelling. In the same way that people look at horrible things online all the time, that they don't wish they were, but yet they keep doing. So I think it's really interesting to think about the main thing is that the lens is true to the character, not that it is necessarily both shiniest or the prettiest, just that it is actually emotionally grounded.
[DongWon] I mean, so many of my favorite characters are just absolute miserable bastards.
[Laughter]
[DongWon] You know what I mean? And, just like… But one that comes to mind is… I watched True Detective Night Country recently. Jodie Foster plays the main character in it, and is just miserable. Just like an awful person who is still trying to do good, and is still trying to do a thing, and is still the protagonist of the story. I ended up caring about her very deeply. But the joy sometimes of having a character that you don't necessarily automatically align with is it starts… It gets you to ask the questions of why is this person like this? Right? What made them this way? What are their reasons for being the way that they are? Then that gives you an excuse to dig into all the context of that character. Where did they come from? What was their childhood like? Why did they believe what they believed? What systems are they embedded in? All of those things. So the lens of a character… you don't have to do an awful character. I think that's fun and delicious. But, to each their own. But the excuse to dig into the why of a character… And I know, we're jumping ahead a little bit, but like, that is the thing that enriches the who.
[Mary Robinette] Yeah. Absolutely.
[Howard] I've got another exciting question for my cohosts. After these messages from our sponsors.
 
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[Howard] So, we've talked about getting characters as lenses. It sounds to me like it would be helpful if you just wrote the character… Every character's biography before sitting down to write the story. But I'm pretty sure none of you have actually done that level of pre-writing. Where's the shortcut?
[Laughter]
[Howard] Can you please tell me where the shortcut is so I can write less? Pre-write less, and be able to write write more.
[DongWon] When playing tabletop games, there's a character generation sheet that I like to use that has a list of questions on it. Some of them are [just like what's here] character's name, blah blah blah. The one that I think is the most useful to understand where the character's coming from, and this comes from Aabria Iyengar who's an Internet professional GM [DM?]. She asked the question that blew my mind, and I use in every game now, which is, what is the lie that your character believes about the world? When you can answer that question, that automatically put you in so much deep context about the character. So if you just have that one sentence about each character in your setting, you can already have so much to play with in terms of how they're going to bounce off each other, how they're going to react, how they're going to see the world.
[Erin] That just made me think of… I love that, and it just made me think of another question that I would ask, which is, what is the truth that your character's afraid to know? Because I think those could be completely different things, or they could be related to each other. But I really do think that I wish I thought that deeply.
[Laughter]
[Erin] Honestly. Wow. I wish I knew that about my characters. I think a lot of times, I… Dan talked, in a previous episode, about details and the importance of details. A lot of times, I like to discover characters through the details. So part of that is that my own subconscious mind is doing some work somewhere. So that when I start writing, I will throw… Like, my mind will generate an interesting detail, like, she only ate grits for 10 years.
[Laughter]
[Erin] For every meal. Don't know why. Then I'll think, well, why the heck would anybody do that, subconscious brain? Then I try to take the things that are subconscious and make them conscious. That tells me a little more about the character. Maybe I've decided that she's just, like, a grits enthusiast. Okay. Interesting to know. Then, knowing that, I keep writing, and maybe another detail comes out. She likes to light kites on fire. Okay, like, that's an interesting second thing. How does that relate to the information I know? So it's a very discovery… Because I'm a discovery writer, it's a very discovery method of character. But the more details you add trying to make them all connect, it's like having a friend that you learn a really interesting fact about and you go, well, how do I make this fact work with everything else I understand about you?
[Howard] Let me come to the grits really quickly, because… No, hang on. If I were to say oh, yeah, when I was in college, I ate nothing but potatoes for four years. Okay. That's not true. Right? That might be a thing that I would say, because I was eating cheap. But if we roll back and look at my budget when I was in college, one of the things that I ate a lot of was other people's pizza. They would share a slice of pizza with me. Maybe that, and I'm now speaking as if I'm the character of grits, maybe they did eat other things, but it was food that was given to them. There was some shame in having had to rely on other people for the actual nutrition. They remember making the grits for themselves, but they don't remember the gifts of food that were keeping them alive. So we have this truth that they are telling themselves about how much they made grits, and the lie that they're afraid to face, which is that they didn't depend on other people when in fact they did. So… Yeah, when… The question that you ask about that one thing that they said explodes into so many different things.
[Mary Robinette] So, I don't use either of those approaches. I love them both. But I don't use either of them. The approach that I use varies… My shortcut varies. Sometimes it's the, well, what is the hole that the character is trying to fill. Sometimes it's the interesting telling detail. I do use that sometimes. But I don't have a particular set thing and, using a puppetry metaphor, because I've got them. When I was an intern at the Center for Puppetry Arts, each of my… I was embedded in the show, and there were three principal characters… Three principal performers. Each of them took time to teach me. They would all say, this is how I approach the character. One of them said, you start with the figure, and you look at what the figure can do, and then that tells you the choices that you need to make to support the figure. Another one said you start with the text, and you figure out what the text tells you, so that then you can figure out how to make the figure do what you need to do to support the text. And another one said you start with the voice, and then you figure out how you use the voice to shape the text to support what the character does. The thing is that the audience didn't know and didn't care what their process was. At the end of the day, all the audience cares about is that your character feels alive. So whatever tool it is that we offer to you over the next episodes, that tool is the tool that works for you, and it'll be a different tool for each character probably.
[DongWon] Well, this is what I love about talking about tools, not rules. Right? Because as we're giving you tools, the lens of who you are as a person influences your tool choice. Influences your lens choice. What you reach for, whether it's the interesting character detail, or, like philosophically, what makes this person tick, or a variety of different ways of reaching for things as Mary Robinette does, like, all of that are rooted in our experience and our perspective and our interests as people. Right? Like, I'm very much somebody who is, like, what does make that person tick? You know what I mean? Like… And what those things mer… Or how those things emerge will influence your writing and your process. But the goal is that the audience, you're right, doesn't know what tool you used. They're enthralled by the story, they're charmed by the character, they're connected.
[Howard] And, as I said… I said earlier, you want to have a measure of control over what it is the audience is going to come away with. Except the audience has their own lens, so there's really only so much of that that you can control. It may sound like a rule when I say, oh, you want to be a good enough writer to be able to have some control over this. And yet, the exception to that rule is so glorious. If you can be a good enough writer that what you put on the page, you have no idea how anyone else will react to it, well, that is its own…
[DongWon] This is why specificity matters. Right? Going back to what Dan said about Erin's thing earlier, the reason specificity contains the universal in it is because if you're trying to be general, you're trying to control how your audience is going to react. When you're trying to be broad, you're saying, oh, this is for all of your lenses. Right? But if instead, you focus on your own, if you lean into the specificity of your perspective, lean into the specificity of a character, that they are a person who comes from a place, who has a context, then other people will connect their own lenses to that in their own way. If you try to do that work for them, it doesn't work. Because we each bring our own things to the table so the best thing that you can do is to be as specific as you can, and accept that you can't control everybody, and that your book, in being for someone, is not for somebody else. And that's okay.
[Mary Robinette] Yeah.
[DongWon] That's not just okay, that's essential.
[Mary Robinette] I was just at the Griffith Observatory in Los Angeles, and one of the things that they have is they have a place where they have three different literal lenses looking at the sun. One of them is showing you the sun in white light, one of them is showing it to you in only infrared, and another is breaking it apart into a spectrum. So you're seeing the same literal object three completely different ways. That's one of the things that the lenses we bring to bear does, is it… The reason it's important that each of us bring our own lens is that we are looking at these universal truths in these very specific ways that allows people to understand and bring their own truths to it. But the thing is also that, again, everybody who approaches those… Somebody who is red green colorblind is going to look at that spectrum one and not see the same things that I do. They will still see something that is amazing and wonderful, but they will have a different experience. So thinking about… thinking about the experience that you want the reader to have, which lenses that you're going to bring to bear to try to help them see the things you want them to see, but also be okay if they don't see it, if they don't get it.
 
[Howard] One of my favorite tools is one that… And this is an after-the-fact tool… Is one that Mary Robinette provided to me. Which is when someone comes up to you and describes something in your book that really affected them, and clearly it's because you did this and this and this, and the response is, "Oh, I'm so glad you noticed that."
[Chuckles]
[Howard] "I didn't put that in there on purpose," is not the thing you say. The thing you say is, "I'm so happy you noticed that." Because, honestly, as a writer, and when I say honestly, I mean literally honestly, the thing that I get the most joy from is when someone notices a thing, when they feel a thing, when they have an experience with the thing that I put on the page. That is the best thing.
[Mary Robinette] Yeah. One of the things that I love that I know a lot of other writers hate is I love listening to someone else read my stuff out loud. Because the way they interpret it is not the way it is in my head, and it is the closest I can come to experiencing it through someone else's lens. It's really disconcerting sometimes, but also glorious. One of the other things that I just kind of want to slip in here is when we're talking about these lenses, I also want you… The reason we're talking about let's give you all of these tools is that you, as writer, will be a different person on every day you sit down to write.
[DongWon] Yeah.
[Mary Robinette] You're having a bad day, you're going to bring a different lens to the table. You're having a really fantastic day, different lens. It's just… This is why we want to give you as broad a toolbox as possible.
[Erin] I also just think that's a fun thing to remember about character, is that characters grow and change. Not just in the big moments, but sometimes, like, characters can have an off moment, or say the wrong thing. I think there are sometimes where it's like you love your characters so much that you don't want them to, like, slip in any way. But it is the variations within us, it's the variations in our lenses, that also make them so special.
[DongWon] And this really gets to the core of why I love tabletop gaming so much, because it's entirely about character. Right? You're always experiencing a world and a story and a setting through the individual character's perspectives. But because it's collaborative and improvisational, also, what I put out there immediately gets refracted back to me by filtering through the lens of all the other players at the table. So we are collaborating on a thing by reflecting and refracting constantly what each of us is bringing to the table, and through the character's perspective of their own lens in addition to ours. So the interplay of all that is the thing that I find so delightful and fascinating and endlessly entertaining about tabletop.
 
[Howard] And I think those notes lead us perfectly into the homework. Sort of an inverted Mary Robinette here. Instead of having someone else read what you wrote, I want you to write what someone else says. Interview two friends. Write down their answers, and yours, if you want to contribute, as completely as possible. Just two questions. What is the happiest memory they think of first? And, describe a person and circumstance that positively and dramatically influenced them before the age of 18.
 
[Mary Robinette] This has been Writing Excuses. You're out of excuses. Now go write.
 
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Writing Excuses 16.23: Rules and Mechanics
 
 
Key points: Rules and mechanics are important in tabletop games, where players and game masters interact directly with the rules. Computer games can have some behind the scenes parts. However, the same principles apply to both. First, stick to a few core mechanics. This helps people learn them easily, and transfer skills between different characters. Repetition is important, to make sure everyone understands what is being talked about. Be aware of three types of players, the ones who just want to get to the action, the ones who want a story, but not all the nitty gritty, and the ones who will spend enormous amounts of time and energy on very small points. As a designer, make the tools simple and let players come up with cool ideas using them. What's going to make it fun at the table? If you're adding new rules, anchor them to elements already in the game. Look for the holes, and fill them!
 
[Season 16, Episode 23]
 
[Mary Robinette] This is Writing Excuses.
[Cassandra] Rules and Mechanics.
[Dan] 15 minutes long.
[James] Because you're in a hurry.
[Background rumble, laughter]
[Howard] And we're listening to a distant motorcycle.
[Dan] Obviously, not in much of a hurry.
[Laughter]
[James] Let's keep that.
 
[Mary Robinette] Oh. Hi. I'm Mary Robinette.
[Cassandra] I'm Cassandra.
[Dan] I'm Dan.
[James] I'm James.
[Howard] I'm Howard.
 
[Mary Robinette] This is the episode we're recording after lunch.
[Chuckles]
[Mary Robinette] Rules and mechanics. Rule number one, people get drowsy after lunch.
[James] All right. So, rules and mechanics, this is more important with tabletop games, where both the players and the game masters are interacting directly with the rules. With computer games, you can have a little bit behind the scenes. But a lot of the same principles still apply. So, one of the things I think about when thinking about mechanics is that you want to stick to a few core mechanics or principles. For instance, in Dungeons & Dragons, you're kind of always rolling a D20, a 20 sided die, and higher is better. That's a very simple mechanic that, of course, it's used in a bunch of different ways. But that basic idea is the same. The reason you want to keep it that way is because it helps people to learn, and it allows people to transfer their skill between different characters. So if you know how to play a barbarian, then you probably, even if you don't know all about the spells the wizard has, you at least know the basic idea. So I think of this kind of like an arcade fighter game or something. All the characters are going to have different special abilities, but if A is punch for one of them, it's going to be punch for all of them. So that'll allow you to easily transfer your abilities. But, Cass, what do you think about first when thinking about mechanics for a game?
[Cassandra] Oh, queerly enough, it's very similar. Although a bulk of the work is often done by the designers in larger studios. Maintaining the idea that there is a sense of symmetry is important. One of the things I learned writing [branching areas?] for video games is, for example, the importance universally of always repeating keywords in every single line of dialogue. I remember having this incredibly long frustrated fight with my manager about it, though, I cannot keep repeating the same words in every single line of dialogue. He's like, "Yes, I understand. But this is how games work." Because when you play a game, your brain is actually divided between so many other things. You're looking at environment, you're thinking about your quests, you're  thinking about how your characters are moving, where you want to go. It's easy to get distracted. I did not believe him until this one quest line I was developing, I'd worked with a designer for six months on that very specific quest. One day I was like, "All right. Would you help me playtest this quest chain?" Again, remember this is the man who he's worked with me from scratch on this for six months extensively. He plays through the whole thing. Now, this quest has a single robot. I repeated the name of this robot about seven times. I missed it in one last line of dialogue. My designer, when he was done, he turns around and he looks at me and he goes like, "Oh, do we mention the robot anywhere?" I'm like, "Oh, my God."
[Chuckles]
[Cassandra] He was right. This is absolutely necessary. I remember swearing so loudly, people two rows down in the office turned around and were wondering what was going on.
[Chuckles]
[Cassandra] I think it's kind of… Dovetails neatly into the necessity for sanitizing language and copying existing solves that. I think it's very, very obvious in tabletop RPG's.
 
[James] Yeah. I know this is something, Dan, you've complained about this to me before…
[Laughter]
[James] When you were learning how to write for stuff like Pathfinder and Starfinder. There's all this standardized language, and you're copying all of these styles, and when you start writing for tabletop role-playing games, they'll often give you a giant style guide that you have to learn. It feels really counterintuitive to a prose writer, because you're always told to mix up your word choice. Don't be repetitive. But the reason why repetition is so important in tabletop games is that it makes it easier for everybody to understand exactly what's being talked about, and you got players interpreting the rules from diff… On their own. So by hammering out the language once, you can avoid problems and people know that… If you say creature most of the time and suddenly you say monster for one rule, people are going to think that that means something different when it doesn't actually. Mary Robinette, you wanted to speak to that?
[Mary Robinette] Yeah. So this is actually a mechanic, a real world mechanic, about the way our own brains are designed. That we are designed to look for threats. Right? Out in the wild. Anything that is repetitive is not a natural thing, so we pay attention to it. So anything that breaks the pattern, that is again a point at which we pay attention to it. So a certain type of repetitive thing… It's like as soon as you identify it, you tune it out and it becomes unimportant. But the things that break that, those are the things that suddenly pop into focus. So that's one of the reasons… Not just when you're thinking about that in… Four-game writing, but also in narrative, when you want to make conscious choices about that repetition and where you deliberately break that repetition.
[Howard] It's worth pointing out here that there are terms that are supercritical within whatever set of game mechanics you're writing to. For instance, the word resistance is so often a game mechanic that is tied to whether you have resistance to magic, resistance to fire, resistance to all-out… Whatever. Naming a political organization the resistance in that game setting is absolutely contraindicated. Don't do it. Because now you've overburdened that domain, and it's guaranteed that you will be confusing some of the players.
[Dan] I do want to go back to one thing really quick, because, as James said, I have whined to him extensively about having to write inside of certain style guides for games. I just think that that's a good thing to point out, if you are primarily a prose writer, a fiction writer, and you want to get into game writing. Be prepared for a very different editorial process. I'm accustomed to, with novels, just sending something that is incredibly bare-bones, and then knowing that the typesetter and the editor are going to make it look the way it's supposed to look. We usually don't have to deal with formatting at all. Depending on the game company you are submitting to, you do have to deal with formatting. It becomes very important. So, that's just something to keep in mind.
[James] Well, some of the style guides that Dan has raged against are things that I actually wrote or worked on when…
[Chuckles]
[James] I was the executive editor at Paizo.
[Mary Robinette] Oh, you're that James.
[James] Yes. But, yeah, it's important because you gotta remember that the rules are a puzzle that a certain type of player is going to be constantly, and… Actually, I think Cass is this type of player… Is going to be constantly looking at to see like how can I find the loopholes or the interesting ways to like hook these rules together. If you have any un… Or any ambiguous language, players will absolutely figure out how to exploit that. There was this idea among a certain type of player that if a game can be broken, it's like your moral imperative to break the game. So, like by finding those loopholes. So you'll have players who figure out how to use your rules to break the game in such a way that they no longer have fun, and then they will yell at you because it is your fault. It is your fault for allowing…
[Dan] Yeah. Brandon…
[James] Them to poke themselves in the eye. So you have to come to it with that idea.
[Dan] Brandon is not on these episodes with us, but he's absolutely that kind of player as well. Pure power gamer, rules lawyer, break the game.
[James] I'm shocked.
 
[Dan] Anyway, let's take a break real quick.
[Chuckles]
[Dan] For our game of the week from Cass.
[Cassandra] The game of the week is Disco Elysium. Where it kind of opens with you as an amnesiac, trying to put everything together. It's a really weird, dark world. But the reason that I wanted to draw attention to it is it has this really cool mechanic called the Thought Cabinet. The Thought Cabinet is basically, like, you can put points in different thoughts, like feminism, your sense of drama. That changes how your conversations go. That one itself is really interesting. Something I've never seen before. But depending on how you build your Thought Cabinet, it can also mean that when the various parts of your brain argue with each other, and we've all had that, like, different sides of us, like, maybe this idea is better and that idea is better. If one side of your brain is weighted very heavily in, let's say drama, you will absolutely think that drama is the root whether you like it or not. It should feel punishing, but it always ends up with you kind of going, "Yeah, okay, that makes sense. I am a drama queen."
[Dan] That's great.
 
[James] I love that. So, actually, brains is a perfect segue, because, Cass, we were talking in preparation for this about sort of the different types of gamers. I'm curious your thoughts on that?
[Cassandra] I think there are a whole variety of them, but one thing that was really interesting, a piece of knowledge that was passed on to me by the manager was talking to me about the robot thing, in fact, is, with video games, there are very often three types of players. The first type of player is the kind of person who just wants to [garbled see for twitch?] who wants to get to the action. He wants to mess around and not paying any attention to the plot. It's easy to think that these kinds of players don't care about story, except they do. So you have to build games or somebody who only wants a surface level story can look at it and go, "Okay. I understand the narrative. I am going to blow shit up." The second type of player, I think, is the one that most of us who like reading falling to. We want to do the action bits, we want to push the game along, but we're interested in a story. We are not necessarily interested in the nitty gritty like why one faction dislikes another, but we want to know that there's two factions that hate each other. The last category of players, I think, is very easily described by let's say Bloodborne's fan base, where you have people looking at one or two lines from a piece of armor and you go to the subReddit and it's 600 pages of people arguing how those two lines correlate to a thing that is solved five seconds ago before a certain boss. Yet, because… All of these three types of players need to be catered for in every game, because if you don't, one of them will complain and there will be a problem with a capital P.
[James] Yeah. Well, I also think it's important just to think about when you're crafting your tools… So, like, whether it's for computer games or for especially for tabletop role-playing games, making the tools simpler makes it easier for players to come up with cool ideas using them. It's often really tempting for you as the game designer to build out these big Byzantine systems. But it can also be just as much fun to just create something simple and allow the players to figure out all the different ways that they can use that to tell different stories.
[Dan] Yeah. So, we've been talking a lot about rules like core game mechanics, but a lot of the time when you are writing an adventure or a… In a campaign supplement, you get to add new rules to it. I recently had the chance to run a group through a Pathfinder campaign that starts with a circus. It was really fun, because at the beginning, they just present, these are the rules of the circus, you have whatever other adventures you get into as well, but you still have to have this circus. Then, as you travel around from town to town, you need to be as entertaining as possible, because that's how you support yourselves. It just presented some very simple rules for how to measure the entertainment value of your circus. Then the players just have this sandbox to run around in and say, "Oh, well, based on how these mechanics work, I can come up with a new act or we can get a new animal or something exciting that way." It was a lot of fun.
[Howard] In the Gods of Vaeron Typecast RPG campaign, I think it was late 2019 when one of the game mechanics we adopted was, okay, if combat isn't over in three rounds, we've done something wrong. That's… Dan, you reminded me of that with the whole the circus has to be entertaining. We have an audience here and we are principally storytellers. If we are grinding around the table rolling dice for an hour in order to resolve something that's really only about 45 seconds of story, we've failed our audience. So Dan had to create behind the curtain game mechanics and level balancing that ensured that these encounters would go quickly.
[James] Well, that's… That raises the point that it's important to think about the cool factor when you're introducing a new item or a new ability or something. What's going to make it fun at the table? A +1 bonus to hit is like maybe useful, and maybe a certain type of player is excited about that, but it doesn't feel like anything in the story. Whereas something like a… In the Starfinder campaign I'm running, we decided that for all sonic weapons, you have to choose what song you're blasting people with. So you're shooting them with a dubstep cannon or Total Eclipse of the Heart or whatever. Suddenly, that turns combat into sort of an improv comedy routine. Right? So giving people that option…
[Mary Robinette] We… Years ago, at the first writing retreat, Writing Excuses retreat, which was at my parent's house, we came up with croquet LARP as a game. You… It was this giant… Two giant teams of croquet players. You could multi class by switching the head on your mallet with the handle on your mallet. Each color represented a different class. But in order to activate the power that came with whatever class you had, whether it was like wizard could teleport, thieves could sneak through barriers, you had to shout your power word or something like that. So, like, my dad, who was playing with us, every time he… For people who have not met my dad, he looks like Doc Brown but southern. He was playing a wizard. So any time he needed to teleport, he would point a finger up in the air and go, "Gadzooks!"
[Laughter]
[Mary Robinette] It was… That little bit of fun added to it. It wasn't just, "Oh, you get to do this thing." It's that you had to do something fun and silly. Everybody got to pick their own power word. Like someone else was like, "Aaooga!"
[Dan] Now, speaking of which, I do need to point out, since we talked about different types of players, we all learned… I think even Mary Robinette was surprised at this… That her father was totally the power gamer rule breaker type.
[Mary Robinette] Oh, my goodness.
[Dan] In ways we did not expect. It destroyed the game. It was delightful. But…
[Mary Robinette] It was… He is basically 12. Or eight.
[Cassandra] What I think all of this kind of points out is that there's so much importance in keeping the rules and mechanics incredibly simple and incredibly elegant. Because if you have something that is unnecessarily complex, you can't really have opportunities like this. People spend too much time learning about rules as opposed to having fun. Which, I guess, depending on the [setting?] is not terrible. But, there's a place and time for everything. What do you think, James?
[James] Yeah. I agree completely. But I also… I'm sort of like a rules-light guy by nature. But I also think it's important, coming from a game like Pathfinder and Starfinder, where those are very quote unquote crunchy games, for there's a lot of rules and a lot of carefully balanced mechanics. So if somebody's listening to this and going, "Yeah, but how do I write for those?" I think one of the easiest things you can do is when you're creating new rules, you can balance them by anchoring them to elements already in the game. So if you know that a level 2 gun does 2D6 damage and costs 50 credits, then you know that a different level 2 item that you come up with is probably somewhere in that ballpark. Probably does about that much damage, etc. You can also create new items or new abilities by sort of looking at the rules, learning them really well, and then saying what are the holes here? Not necessarily intentional ones, like the fighter doesn't have magic. Like, that's an intentional hole. But if there's a fire wizard ability and an ice wizard ability, you can… Maybe you say, "Well, what about an acid wizard or an electricity wizard, that kind of thing?" Finding thematic or mechanical holes in a given rule set can allow you to create new things that players will be excited about. We should probably wrap it up there, since we're a little bit over time.
 
[James] Your homework this week is to do exactly that. Pick a game you're familiar with and design three new rules elements for it. So that could be new cards for Magic: The Gathering, new feats or character abilities for a tabletop role-playing game. Even, like, a new power up for Super Mario. Try to think through all the ways that your ideas could be fun. Then try to think of all the ways that a player could use them to totally break the game.
[Dan] Awesome. That sounds like great homework. I look forward to crazy new rules being devised. This is Writing Excuses. You are out of excuses. Now go write.
 
[identity profile] mbarker.livejournal.com
Writing Excuses Season Four Episode Five: Role-playing in games as a tool for storytelling

From http://www.writingexcuses.com/2010/02/07/writing-excuses-4-5-roleplaying-games-as-a-tool-for-story-telling/

Key points: Role-playing as a player can help writers understand character motivations. It can help writers learn to wing it. It can teach writers to look for different, clever, non-obvious ways to solve problems. It can help provide a "test environment" for ideas. But beware! Role-playing can be so much fun and addictive that you aren't writing. Also, beware of trying to copy a great role-playing session or game directly into a novel. Role-playing characters, tone, etc. are not always appropriate for a novel. Remember, role-playing games are for fun. Novels need realism.
roll for revelation? )
[Brandon] There have been plenty of  "you get suck... players get sucked into their role-playing game" sort of books. Guardians of the Flame by Joel Rosenberg did this. It's kind of become a cliche in fantasy. So you're not going to do that. You're going to have role-playing characters get sucked out into our world, and see what happens.
[Dan] Very nice.
[Howard] Roll for initiative.
[Brandon] This has been Writing Excuses. You're out of excuses, now go write. Or play. Whichever you want to do.
[identity profile] mbarker.livejournal.com
From http://www.writingexcuses.com/2008/09/07/writing-excuses-episode-31-talking-rpg-and-game-writing-with-steve-jackson/

Key Notes: Tell a good story first, don't try to write for game adaptation. To write game modules or materials, read the website guidelines. The biggest challenge in any writing is clarity, clarity, clarity. Put up signposts and color, and let your GM (or reader) adapt it their own way.
roll the dice . . . )
A number of off-microphone grumbles and sighs finished off the session.

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