Inspiration from Other Sources: RPGs

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

A few times I and my friend Serdar have discussed how we take inspiration for our writing from sources other than writing. Serdar often takes inspiration from music, I get inspiration from management processes, and so on. Lately I had a strange and interesting inspiration I wanted to share.

Role-playing games – but probably not in the way you suspect.

I began studying RPGs in depth lately for two reasons – first, to study them for my related works, and as I’d taken an interest in trying some game design. Pleasantly, I found inspiration for my fiction writing efforts as well, and I wanted to share my insights.

RPGs are sort of storytelling games – I say sort of because some games or groups have different preferences, such as having more of a tactical military game. But, overall, RPGs tell stories and many game systems in the last two decades or so have been storytelling focused, such as FATE, Cortex, or Forged In The Dark.

You have to turn writing into rules, make rules support story. Just a few examples from my latest studies and past experiences:

  • FATE literally makes character traits part of the game. You define Aspects, vital character traits, that could be everything from “Magical Powers” to “Really awful manners.” That made me think of how many times we don’t think about “what stands out with a character.”
  • The Forged In The Dark games constantly emphasize cause and effect and results and impacts. It’s meant to construct stories (and surprise players and GMs) and keep up a pace, and is a good example of interesting engagement with the story.
  • Among the FitD game, Scum and Villainy, their “Firefly-but-not” game system has various well-realized space western/space rouge archetypes that help me see how you can view archetypes. Probably my favorite is the Scoundrel (aka Not Han Solo But Is) who’s abilities include things like being able to do dangerous things and get special “gambits” to allow them to take more foolish risks. It’s a great example of turning concept into rules – and thinking about concepts.
  • The punishing CRPG Darkest Dungeon added intense psychology and madness rules, which meant generic characters quickly evolved personalities. Sure they were mechanics, but they added the feel of a story and a drama, a reminder of how such things should have impact in a tale.

Of course, as I write this I can see great lessons from older games:

  • Champions, that famous formative Superhero RPG made disadvantages and backstories part of the game. It made you think about characters, and almost forced characterization even if you tried to avoid it (hard to avoid your tendency to go berserk around blood).
  • Villains and Vigilantes, another venerable game, had the concept of points you used to invent things or solve problems – basically you had Brilliant Ideas you could spend. A good reminder of how characters have inspirations, suddenly turn the plot around, etc. – as a rule.
  • The venerable and abused Character Class idea is a good reminder about making characters distinct. From early D&D to the wild classes of Apocalypse World are reminders of how different is interesting.

I could probably make enormous lists of these – and I may if I can find a non-boring way to do it. Either way, that’s one of my latest inspirations – RPGs. If you’re looking for some new ideas or to think over your writing, maybe a break to play a game or at least examine one might unlock some ideas.

I’d love to hear your insights.

Steven Savage

Steve’s Update 9/8/2019

(This column is posted at www.StevenSavage.com.  Find out more at my newsletter.)

Hello everyone! Let’s get to the update of my projects – and as a reminder, if you want more in-depth issue there’s my newsletter!

August was a month far busier than I expected, and the end of the month involved quite a lot going on. I managed to keep up, but a few things slipped.

So what have I done since last time?

  • Way With Worlds: I got the News book back from the editor! Quite enthused with this one!
  • Chance’s Muse: The Seventh Sanctum book got sent off to the editor. As you can tell, my editor has been busy.
  • A School Of Many Futures: The sequel to “A Bridge To The Quiet Planet” plotting is in it’s final phase – I have a scene-by-scene document I’m now revising. It’s definitely evolving into something way more involved and fun, from the “double reverse Harry Potter” subtleties, to Commander Briar Lindel-Passen beating up someone in a library (they had it coming).
  • Seventh Sanctum: I have set up a new dev environment to help with the update middle of next year and outlined a few new generators while I focus on the book!

What’s next?

  • Way With Worlds: I’m going to edit the book, do the cover, and probably get it published in the next two weeks. I might outline the next book, the big challenge being too many choices.
  • Chance’s Muse: Don’t expect much on this front for another few weeks, waiting on my editor.
  • A School Of Many Futures: Finish plotting and start writing! I already have Chapter 1 very solid, what with the rooftop chases, scholastic bureaucracy, and an argument over trivia nights (Beacon isn’t allowed to participate in any one involving theology, as he remembers all 300+ gods).
  • Seventh Sanctum: Not quite sure right now, I’d like to do a new generator as I work on the new codebase, but I’m also pretty wiped out from August and the book took a lot out of my generator-wise. Still, will try to at least do something more!

Steven Savage

SV Comic Con Roundup: Marketing Panel

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

First of all, sorry this comes late. It’s been awhile since I and my crew did the Silicon Valley Comic Con panels on self-publishing, and i’m only now reporting on it. It’s been a busy few weeks to say the least – you probably noticed a decrease in my blogging.

But now, with a lot of that behind me, let’s talk the latest addition to the speaking repertoire for my local crew of self-publishers – Marketing for Self-Publishers.

We’ve been speaking about self-publishing for years. The panel we do has been updated over time as we got feedback, as things changed, and as we adapted to new venues. But what my crew has also done has tried to speak on Marketing for years – but most people wanted Self-Publishing 101 (which is understandable, as its still new to people).

Finally, we got interest at SVCC, so we ran for it. And what we did is worth sharing.

First, yes, we had experienced Self-Publishers from our usual group, this time speaking on our Marketing experiences. We even had a one-page handout, like our usual Self-Publishing panel. What we varied was adding someone to give us a reality check.

Our panel included an experienced marketing professional, someone who’d been in the trenches of marketing in Silicon Valley. This person was there to check our advice, add things from their professional perspective, and discuss the bigger picture. In other words, they made sure our advice was applicable, unique cases weren’t discussed as if they were universal, and survivorship bias got shown the door.

I’ll cut to the chase – it was fantastic.

The usual speaking team did great, of course, providing validated advice with plenty of examples. Alone it would have been a pretty good panel, everyone was very aware and experienced, giving good examples. But when you throw in the Marketing Expert, it just went off the charts in quality.

What happened was we got into a rhythm, the authors discussing experiences, and then having the marketing professional give their take. That professional advice too things outside of the context of individual experience or just publishing, and into a good understanding of marketing. It meant that people heard what worked for us, but also helped them get the bigger picture of marketing.

I’m enthused enough I really want to repeat this panel. I also want to consider this model elsewhere – having specialists discuss a subject with a “non-specialist” expert to check them and expand their knowledge. A few ideas off the top of my head:

  • A digital artist panel – that includes a graphic tech expert.
  • A panel on writing techniques – with an expert on language history to discuss the history of writing patterns and such.
  • A panel on how to run a convention – with a professional manager or project manager (call me).

So great panel, great finding, and some advice for everyone to try.

Steven Savage