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Writing Wednesday: Using RPG Books

March 13th, 2013

Hey! It’s Writing Wednesday again and today I’m going to talk about RPG books. Books for Roleplaying Games like D&D, which I’ve talked about on the blog before. These books can be amazing tools for writer, especially fantasy writers. While you might be skeptical at first, trust me, these books can be a great source of information and inspiration.

A couple of weeks ago I took part in a Google Hangout with R² Writes. I’ve mentioned her on the blog before. If you haven’t checked out her blog, stop by and take a look at it, she’s really great. Anyway, in the background, I noticed what looked like a Dungeons and Dragons Monster Manual on her bookshelf. When I brought it up, she revealed that she owned a few of these books for the purpose of looking through monsters for her own writing. They can be an amazing starting point for inspiration in a person’s writing. I’ve always advocated the use of these books to other writers and when I saw it on her bookshelf, I thought it might be worth doing a blog post on the subject.

The Monster Manual books are great, from any edition, and have some fantastic artwork inside of them. They can also be used for an interesting look at lore, though your mileage will vary with different books and different description. While those books are great, they’re not so different from finding collections of bestiaries and flipping through those. So, while those are useful RPG books, there are some with even more uses.

About twenty years ago a company named White Wolf acquired the rights to the world of Ravenloft created for Dungeons and Dragons. White Wolf proceeded to make quite a few products about Ravenloft, my favorites being the gazetteers. They numbered five in total and each book covered only a couple of regions that make up Ravenloft. For each region they would discuss how much education the average person had, and how much a wealthy person had. They addressed the number of wealthy to the number of poor, the fashion, the languages, and the cultural traditions of the region.

The information you acquired about a town, a region, would most likely be more than you could ever make use of in your Dungeons and Dragons campaign. However, it was there, the information was present. The DM could use or disregard any of it. For writers, this is what we need to achieve with our own novels and our own world building. These book can be wonderful sources because we can look at great world building and see what it involves. We can look at different regions and question ourselves about the different regions in our story. Then, just like with a Dungeons and Dragon campaign, some of the information will be brought into the story, some won’t, but it will all be there if the storyteller needs it. They can be wonderful for inspiration but they can also be a guide for you to look to when you feel your own world is underdeveloped. They can be a blueprint of the things you should know about your own story.

Now it’s your turn! What helps you with inspiration for world building and monsters? What sources do you look at when you feel your own world is underdeveloped?

Fan Friday: Dungeons and Dragons!

March 1st, 2013

Hey, everyone! It’s Fan Friday again! I have to say, every Friday is a reminder of just how much nerdy stuff I like. Today is just going to be about D&D, or DnD, or Dungeons and Dragons, whatever you want to call it. I like other systems but I’ll always be a fan of D&D because it’s where I started.

If you’re not familiar with it, D&D is a form of collective storytelling in a fantasy setting. There’s usually a DM (Dungeon Master) or GM (Game Master) and the rest of the people are players controlling a single character each. The DM guides the story, monsters, traps, castles, and all that good stuff, while the player’s characters explore the world.

My group of friends started playing in high school, maybe around 2004 or 2005. The books were present for a couple of years before we sat down to play a game. Most recently, I’ve been the main DM and that’s fine for now. I really prefer to DM sessions that emphasize the idea of collective storytelling, which can only come from players with strong characters. Essentially, a DM can be firm or soft in their manipulation of the story.

A DM with a firm hand can put the player “on rails.” I’ve done that before and it rarely works for me. It gets boring for me when I know what will happen every single second. So I started experimenting with sitting back and letting players choose more of their own direction. I throw a few ideas out there and see what sticks. In a way, this requires more preparation. I need to be ready for them to pick a fight, sit around and talk, look for work, or do something truly unexpected. To me, this is fun. It’s fun for the players, too. They’re shaping the story, their story, a personal and unique story.

Which edition? I don’t know, they all have their good qualities. In recent years, my friends and I have mostly been playing 4th edition. Here’s the thing about 4e, it can get really gamey really fast. Honestly, I’ve seen game in 3.5 get the same way, though. It’s up with the DM and the players to ensure that this doesn’t happen. Burden of responsibility usually fall to the DM when it comes to generating ideas for fixing the problem, but it’s a group effort. That’s where collective storytelling shines.

I’m also a big fan of RP sessions, or at least that’s what we call them. These are sessions with roleplaying and no dice. It helps the players connect, or reconnect, with their characters. They can’t sit back and say “I attack!” and throw some dice. They need to speak, interact, and think their way out of situations. It’s great but your players need to be into it, they need to be willing to invest time in thinking of a character, much like a writer might.

As far as settings go, I love Ravenloft. I’m running a Ravenloft campaign right now and if it’s the last campaign I DM, it’s fine with me. I’ve always like it and I actually waited to start something in Ravenloft until I felt confident in my abilities as a DM. In the future, I’ll probably do Fan Friday posts about specific settings in D&D. I have a few that I really like, though some can be more challenging than others when it comes to running a session.

Now it’s your turn! Have you experienced D&D? If so, what edition or play style do you prefer? What settings do you really love? Or, if you’re not all that into D&D, what other systems do you enjoy?