Tag Archives: rpg

Role Playing as Story telling

Welcome to Agnara

Welcome to a story that has been growing, evolving and branching into new lands, new realms and new worlds for going on forty years now. Pretty much every part of this continent has been part of the story, as well as other continents and islands not shown here. But it’s all one story.

Yes, it’s a Role Playing Gaming campaign. But “campaign” is too small a word for it. It probably left “epic” behind a dozen years ago. Hundreds of characters have been created, lived, died and a few have become demigods in their own right.

It all started here:

If you look close, you can see a small black star that marks the location of both the first D&D session I ever ran, and the first story told in this world.

The thing is, that this story is not my story. It’s a story with dozens of writers, all working together to create a sweeping tale of triumph, tragedy and humor. But all of that follows a thread, and occurs on a stage that I did create, and continue to create to this day.

It’s a world with dark secrets, powerful and evil villains, and great heroes. The first campaign followed the near extinction of the entire race of dwarves, and the heroism of a now-legendary party who fought to the very gates of hell to restore dwarvenkind to the world.

But that was merely the start. From there the story spread across seas, and even across worlds. The great heroes are immortalized in legend, song, monuments, even the names of cities. Ceorl the half-elf wizard, Drax the Defender, Dane the Deadly, and finally Forkovr the dwarf, whose exploits were so astonishing that he rose into the ranks of the divine, and whose followers now rival the size of other sects.

While heroes tend to come and go, the great villains are somehow never fully defeated, rising from the ashes again and again to threaten new generations of Agnarans.

I started this world around 1980, and it has hosted campaigns using several RPG rules systems. But the story goes on.

This isn’t all fun and games. Although it mostly is. I learned a great deal about story telling, about conflict, about character development and plot. Most of that works as well in novels as it does at the game table. I also learned how to create highly detailed, imaginative worlds filled with a diverse collection of races, political intrigue, economic systems and entire mythologies. My novels and short stories are much richer for the experience.

I like to tell people that running D&D campaigns was the best training I ever had to be a project manager. It was also great training to be a writer.

The story isn’t over. I’ll be starting a new chapter soon. Who knows where that will take the story? I don’t. That depends as much on my players as it does on me. But wherever it goes, it will become more history for some future campaign.

Sound like fun? Then let’s roll some dice!

A Gamer’s Guide to Quitting – A Guest Post by Heidi A. Wilde

A guest post by Heidi A. Wilde.

When I was first asked to submit a post about knowing when to quit your goals I had mixed feelings. Aren’t we supposed to never quit? “Winners never quit and quitters never win” and all that? But the more I thought about it, and read other people’s thoughts on the subject, the more I realized that there are quite a few instances where quitting is actually the right thing to do, and that it doesn’t mean you have failed. I love playing games of all sorts, board games, video games, computer games/MMOs/etc, you name it; and as I was pondering how best to talk about the circumstances when it is okay to abandon a goal a few gaming correlations came to mind. Stick with me here, and I’ll share five examples of when quitting is the better option.

  1. Your quest log is full and/or you’ve out leveled the area you’re in. In order to make room for more level appropriate quests, you need to abandon some whose rewards are minimal because your level is too high. If you made a goal in your 20s and you’re now in your 30s but have yet to accomplish it, chances are that the goal just doesn’t fit your life now. You’ve grown past it. It’s hard to let go sometimes, especially as we’ve been told so often that quitting equals failing. If you’re only hanging on to this goal because you don’t want to be labeled a quitter, but it’s not actually going to give you anything in return, it’s time to let it go to make room for goals that are more appropriate to where your life is currently heading.
  2. Your raid group cannot defeat a certain boss. Every week you and your friends group up to try their hands at the new raid boss (big level character that takes many people to defeat), but just can’t seem to do it. Perhaps it’s time to look at your equipment, your understanding of the boss mechanics, your understanding of your own class abilities. In other words, you’ve set a goal for yourself that you don’t actually have the tools to accomplish. There’s nothing wrong with setting aside a goal for a time when you are equipped to complete it, or of simply dropping it completely.
  3. Overcomplicated Quest line whose benefits are not worth the effort. You heard about a quest that sounded pretty cool, but when you get into it you discover it has 36 mini quests and you need to complete them all before getting any rewards, and the reward you do end up getting is a piece of junk. Are the developers trolling you? I would say this example would be when you set a goal for something you thought would be simple, but discovered it would take much more time and effort than you thought. Now, there will still be goals that are worth pursuing even if they end up being more complicated, but that is something you will have to decide for yourself. Is the end reward what I thought it was going to be, and will it be worth my effort? If not, then don’t waste your time. There are plenty of other quests in the game 😉
  4. Limiting Quest Line. There are some quest lines that open up relations with certain factions, but by doing so you become hated by/closed from interaction with an opposing faction. You need to find out which faction will give you the benefits you want and can use. Does a goal of yours cut you off from interactions that would be more beneficial than the ones brought about by that goal? This would be a time where dropping a goal would be appropriate. Again, you are the only one who can decide which benefits are best for you, but don’t be afraid to let one go just because you’ve invested time into it if there is a better goal for you out there.
  5. Misleading Quest Line. Either a quest line looks like it will lead to a certain perk (new mount/companion/area), or you were told it would, but you find out once you get into it that it doesn’t. It’s not uncommon to set a goal with a certain outcome in mind only to find out that working on the goal is actually taking you in a different direction. If that direction is not something you want, don’t feel bad about letting go of this goal. Just because you start something doesn’t mean you have to finish it if it is going to work against you in the end.

These are just a few things that popped into my head while contemplating this topic. I hope you were able to get something out of them whether you are a gamer or not. There are a couple of other thoughts I had that I want to hit on before I end.

The first one is about mindset. Sometimes being too focused on results can be a detriment. Enjoying the process, the journey, and focusing on that will bring more joy. The Bhagavad Gita (Gandhi’s ‘spiritual dictionary’) states “Those who are motivated only by desire for the fruits of action are miserable, for they are constantly anxious about the results of what they do.” A goal should have you thinking more about ‘getting better’ than ‘being good’.

Secondly, if you are contemplating abandoning a goal, I want you to ask yourself a few questions. Why did you set the goal in the first place? Do you still have the same reasons for completing it? Do you want to quit merely because it is harder than you thought it would be? Or is it that the effort involved is too great compared to what you will actually obtain from completing it?

Make a list of honest pros and cons for quitting. Only you can know what’s best for you and what will make you happy. Get rid of goals that don’t bring happiness and fulfillment. Executive coach Steve Robbins said, “The people who had the least extraordinary lives were the ones who managed to adhere closest to their plans.” Lives change, circumstances change, so don’t be afraid to dump any goal that isn’t working for you anymore.

 

About Heidi A. Wilde

Heidi A. Wilde is a Respiratory Therapist by night and aspiring author by day. She spends her nights dragging people back from the brink of death, but she has dedicated her daylight hours to the pursuit of writing. Current projects include a Regency Romance series, a fantasy saga, and even a foray into the realm of Steampunk, as well as the occasional short story competition. She attributes the bulk of what knowledge she can claim to attendance in fabulous programs such as Superstars Writing Seminars, Dave Farland’s workshops, and various conventions.

World of Warcraft: The Fiction Addiction

My name is Quincy Allen, and it’s been three days since my last login. Okay, okay, so that’s a lie. I logged in last night, but I won’t apologize for it.

Now that I’ve outed myself as one of those “lamentable” adults who dabble in MMOs, let me tell you why. Like a lot of writers, writing is not my only gig. I’m a tech-writer by day, operate a small but growing book design business by night, and do my writing in the wee hours as time permits. That means that I need to decompress from time to time. Slaying damn near any mob that gets in my way is a perfect way to accomplish it.

What can I say? It’s better than going Postal. Some people play golf. Some watch sports. I’m currently working my way towards the Pinnacle of Storms in order to slay Lei Shen who threatens all of Pandaria. Lei Shen’s power derives from ancient Titan technology, and the Titans were a race of elder gods who deemed the life of Azeroth unfit to breathe.

Over my dead body.

World of Warcraft has been a perfect environment to let off steam for someone who appreciates good storytelling and kilometers-thick back-story. WoW arguably has the most exhaustive canon of any game out there, and it creation goes all the way back to the game’s incept in 1994 in the form of Orcs and Humans. From those meager origins, a worlds-spanning history going back over 10,000 years has been born.

In many respects, that’s what has kept me playing WoW. There’s an almost never-ending sense of discovery as the main storyline unfolds for the players, and there are hundreds if not thousands of side-stories woven throughout the environment to keep someone like me intrigued.

There’s a lesson for all writers in what Blizzard has accomplished with their flagship product. History. If you’re writing contemporary fiction, then your history is written for you, and you can draw from that. If you’re writing alternate history, fantasy, or even future sci-fi, then you should do at least some work in creating your own canon. I can give one example that I use in the novel I just wrapped up.

It’s steampunk fantasy fiction set in the Old West. A half-clockwork gunslinger with magic-imbued mechanical limbs must protect a 15th century vampiress from being sacrificed to raise a demon army. Simple enough, but the obvious question is, where the hell did the magic come from?

That part wasn’t as simple. I wanted to make the presence of magic in the Old West at least plausible in my head, so I had to alter history. Granted, this tidbit of data isn’t explained in the series I’m referring to, but it is revealed in another series I’ve started, which takes place in the same universe. Essentially, I had to assassinate a 13th century Pope in order to have magic exist in the Victorian era.

Having done so opens up a wealth of possibilities in my writing and gives my rather critical notion of plausibility a leg up. Basically, I can believe in my own “invention” and build upon it as I see fit with cultures, characters, and histories that all have that single changed moment in history as their foundation. All roads lead to Rome, as they say.

This is a technique I recommend for all writers. While your story takes place “now,” you should have a strong understanding of “what came before.” Not only will this make your story richer, it will give you virtually limitless destinations that all have the same look and feel, because they all derive from the same point of origin.

If you’re writing the fantastic, then take some time to sketch out the timeline around your story. Know what’s going on in your world and have at least a moderate understanding of its history. Empowered with this knowledge, you’ll find that the depth of your storytelling increases by a factor of, and the creation of both sidelines and spin-offs is that much easier to write.

 

Q

 

P.S. If you run on Kil’Jaeden, keep an eye out for a DK named Moondawg.