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Pay Attention

July 6, 2001 in Articles

  When Multiverser was first going to publication, artist Jim Denaxas suggested that from henceforth everything in my life had become tax deductible.

  My job today is to create worlds, and to find ways to import worlds to games–my games and the games of referees around the world.  Whatever I do in pursuit of that job is a business expense.

  If I go to see a movie, I’m researching plots, stories, and sometimes fantasy or science fiction settings.  If I read a book, it’s the same thing.  The newspaper is a source of world ideas; so, for that matter, is the television.  But those are the obvious things.

  I could go on vacation, and justify it as a study of other parts of the world.  How much more realistic could my development of a Greco-Roman culture feel if I’ve walked the Appian Way, or stood before the Parthenon?  Could I write as convincing an Asian setting without visiting China and Japan?  If we’re setting this in the mountains in the summer, a trip to the Poconos is helpful, but wouldn’t it be so greatly enhanced by traveling to the Rockies, the Alps, and perhaps the Himalayas?  I can visit the beach and learn much; I can visit Historic Gloucester, legendary Malibu, and even the black beaches of Hawaii and learn so much more.

  And no world experience could be quite complete without understanding the food.  Fine restaurants offer the opportunity to understand the culture, my own or any of a hundred other nationalities and ethnic groups.  Concerts, whether longhair in my father’s more traditional sense or in my generation’s reactionary sense, add to my comprehension of a people, a place, a time.  And I could spend hours wandering around museums–natural history, science, art, culture, or technology, all great sources of ideas, information, background.  No matter what I’m doing, I am involved in research, finding ideas for worlds and stories and games.  And since that’s my job, it’s all tax deductible.

  Well, I’ll argue that with the Internal Revenue Service another time.  Don’t get me wrong–I usually win when I’m dragged into court.  I just don’t know that they’d be so willing to accept my definitions of business expenses as I propose.  Meanwhile, there’s another point.

  But in order to get to it, I’m going to wander away from it.

  I took a Creative Writing:  Fiction class back at Gordon College.  At the time (probably 1977), I had no expectation of ever using it in life.  I hadn’t heard of role playing games, and saw my future as a musician and composer, not a writer.  (If you’re in college and you aren’t in some highly technical field that guarantees you a job in a lab somewhere almost before you graduate, the best advice I have is keep your options open, learn broadly everything you can about everything they offer, and keep your books and your notes.  If your degree isn’t something very specifically in demand, it isn’t your primary goal.  Yes, you are there to get a degree; but far more important than that, you are there to learn everything you can, to know what is taught, and to understand how to learn and how to think.  Those are the real things you learn in college:  how to think first, how to learn second, how to find information third, and the lessons themselves fourth.  The degree, a scrap of credential, only shows that you had the opportunity to learn these things.  It’s not the goal, but evidence that the goal may have been reached.)  I took this creative writing course because it sounded interesting, and I wanted to learn about writing; I thought I might one day write the next great fantasy novel, in the far future, but it certainly wasn’t on my list of career objectives.  Yet it has proved in several ways to have been one of the most valuable courses I took.

  One of the basic requirements of the course was the maintenance of a writer’s journal.  We were to carry a notebook with us at all times, and every day to write something–anything–in it.  It could include descriptions of things we saw or people we met; plot ideas or story concepts; dreams and fantasies; drafts of bits of required papers; mental observations; images and similes and metaphors.  I started it because it was required; but I kept it up intermittently for years thereafter, and have three notebooks packed with such writings.  In there you’ll find story and world ideas for fantasies and horror and science fiction.  You’ll find my realization that mysteries have to be written backwards–that the author has to know who did it and how from the beginning, and then unravel it by presenting the clues available to the detective.  You’ll find the original notes which became my Confessions of a Dungeons & Dragons™ Addict article.  I wrote about the technical details of some of the jobs I had; I described landscapes and skyscapes from many times of the year in several parts of the world.  Co-workers were sometimes sketched as potential characters, and conspiracies were hatched.  I wrote a few entire short stories in those pages, and from these taught myself much.  In one, I examined the difference between what a wizard might have done and how his victim might have perceived it, recognizing that magic is less about what the user can do and more about what he can make others believe he did.  And you’ll find the moment I realized that Frank Herbert broke perspective to capture a moment, and the moment I realized that he and J. R. R. Tolkien held my attention by splitting the action in their stories between several stages and moving from one to another.  So much that I learned about people, places, plots, and ideas can be found in the pages of those notebooks.

  And every once in a while I go back through them, looking over the old ideas.  I wrote a few short stories for my sons’ teachers to use in their holiday celebrations in school, and dug through the books for color and descriptives that would make the scene more real.  They have proved quite valuable.

  And that brings us back around to that point I mentioned a few paragraphs back.

  Every minute of your life, every step that you take, you are surrounded by story ideas.

  The clerk at the grocery store–look at her.  Is she young and pretty, and expecting a wonderful life ahead of her?  Is she old and tired, doing this to support her three kids?  You don’t know; but notice her, watch her, make some guesses.

  There’s a gas station on the corner; they just built it last year.  What was there before that?  I drove through my home town a few months ago on my way to visit my parents, and realized that I did not recognize anything familiar but the road itself–if any of the stores were there when I was a boy, I did not notice these.  Each building can be part of your world, or an inspiration for part of it; and in a matter of only a few years, some will be gone, and most changed in some way.  Capture the present.  Make notes on the past, what you can remember of it.  No, I’ve never used downtown Ramsey in any of my game worlds (or, not yet, anyway); but the bits of it that I remember make good fodder for other worlds.

  Look at the sky, the trees, the ground, the roads, the houses.  What month is it?  How many times have you run a game in which the season for the characters was different from that of the players?  Do you really know what summer looks like, smells like, feels like?  How July is different from August?  How summer rain and spring rain differ?  Can you convey that within your descriptions?  Can you convey the difference between December and January while sitting around the pool in June, and make your players shiver from the cold?  Learn the settings.

  I read an interview with a successful French photographic artist.  In it he gave the obligatory word of advice to those who aspired to a career akin to his.  His was quite interesting.  Ignore the standard social convention, he said:  stare at people.  You must see them to be able to understand what they look like.  I would say the same thing:  stare at everything and everybody, at least in a figurative sense.  Don’t think of anything as mundane or insignificant; it is in fact the mundane and insignificant that provides the best color, and often the most interesting ideas.

  Do you need a notebook to do this?  Probably.  Maybe right now you don’t–maybe you can draw from your current experience pretty well, and create things from what you know.  But there are many things I wish I’d written when I saw them.  I would have a much larger base from which to create had I done so.  I have many years of experiences which are faint memories now, good and bad memories lacking the detail for which I could wish.  I suspect no matter how thoroughly you preserve your observations, there will always be things you forget and wish you could remember–the pleasures and pains of life, the family gatherings which seem so routine at the time and so poignant later (“the last time we saw Grampa alive”), the daily activities of school or work that you would rather avoid but which will not be here forever.  Life is packed with these moments, stories, people, places.  You don’t need me to give them to you–you just need to preserve them and shift them into new combinations.

  So in a sense this entry in our series has been about keeping a notebook.  But it’s more essentially about keeping your eyes and ears open, paying attention and noticing things around you, and finding a way to keep those observations for future use.

  Next week, something different.

—–

M. Joseph Young is co-author of Multiverser and Vice President for Development at Valdron Inc.  His many contributions to online literature are indexed for convenience, and he looks forward to discussing these things by e-mail or on our Gaming Outpost forums.

My North Wall

June 22, 2001 in Articles

  I’m looking for world ideas.  I’m always coming back to that.  I’ve got books to write, games to run.  For every idea someone promises to prepare for publication, I need another one lined up in case it doesn’t come through.  So I’m looking for world ideas much of the time.

  Right now I happen to be looking for them in my office.  But they’re here–you just have to know how to look.

  The room is a mess.  I’d like to tell you that it’s because I’m still moving in, and I could get away with that as it is true.  For the last couple of years I’ve had office materials in two places, and everything from one of them is here–but the other houses two file cabinets and many boxes of books and papers which will have to find a place here.  But the truth is that I’m a messy sort of person, and have been so since I was very young.  I read an article thirty years ago that mentioned that creative people preferred a degree of clutter, and I’ve armed myself with that as a defense ever since.  I’ve a pretty good idea in which of these piles to look for anything from world maps to bank statements.  Still, I should put some of this away.

  Across the room I see four mugs on top of a cabinet.  The cabinet will eventually house some of those books and papers.  I’ve never done a world about corporations and businesses; but who would want to play in such a place?  The mugs are of more interest to me.  The first was a Christmas present from one of my kids; it’s one of those Coca-cola™ mugs with the playful polar bears on it.  I’ve done an ice age world; it should be published soon.  My second son has written a sketch of a world with intelligent animals and dumb humans–not really an original idea; Jonathan Swift did a good job with that, but it has potential.  I don’t see combining the two ideas, at least not at present.  And those bears would make for a bit of comic relief, but not a world.

  The second mug has been mine for a long time.  I’ve had my coffee in it at late night games for as long as I can remember, took it with me when I was teaching cub scouts, and keep it in my room so that no one will break it.  I’m surprised it’s lasted so long.  It’s got a Magellan age map on it, and says Captain.  I don’t think I’ve done a good swashbuckler yet–a merchant sailing adventure of that period, yes, but I could do something on the order of Captain Blood, where the pirates are the misunderstood heroes.

  The third mug was another gift, an “I love you” mug from one of my younger sons.  It’s really very Valentines and Lace.  I remember playing in a game in which my character fell in love with a non-player character; and I remember running a game in which one of the players went actively seeking a wife.  Come to think of it, there have been a lot of romantic interludes over the years, from the time Marsonian rescued Lemunda the Lovely to the time Chris married Olivia in The Dancing Princess and Bill asked Blake’s 7‘s Cali to be his bride.  But I’ve never tried to do a setting in which romance was the focus.  I’ll have to give that more thought.

  The fourth mug is navy blue, almost black, slightly marbled.  I bought this one for myself, because I really liked the color.  From here, it’s just a dark mug on top of the cabinet–hardly a fount of inspiration.  Yet it immediately reminds me of Tristan’s Labyrinth, an underground maze with no exits and no lights.  Darkness can be an important element in a setting.  A world entirely in darkness presents its own challenges.  Of course, as with the labyrinth, the creatures who are native to that world would not rely on sight, or at least not in the same sense as we do.  It would only be interesting if the player characters come from another world, one in which light is abundant, and have to negotiate the darkness.  In Tristan’s Labyrinth there were walls, and if you had no light you could navigate by feel through the darkness.  Perhaps I could do darkness again, this time without walls.

  There is a window fan tossed up on the cabinet behind the mugs.  I just finished an underground world with giant exhaust fans providing circulation, so that’s the first thing it brings to mind.  Is there something else I can do with fans?  I vaguely recall some underwater science fiction piece in which huge impellers drew water into conduits.  An underwater setting has special problems, although you can do it sort of like the Mars of Total Recall, limited biosphere containments on the ocean floor.

  The TV is next to the cabinet; it’s on top of my son’s dresser, which is in here until I can get the extra hardware to put his bunk bed together in his room.  The dresser itself has an almost colonial look to it, suggesting a foray into an historic game.  The juxtaposition with the television and VCR stacked on top creates an impression of an eclectic technology, a world in which the old and the new coexist; and I wonder whether they do so in harmony or tension.

  There is a painting tossed up on the wall behind the TV, partly obscured.  It landed here because it had to go somewhere, and there was a nail in the wall there.  It was a wedding gift from the artist, Bernice Wurst; I’m told she is one of New Jersey’s outstanding artists today, but I still think of her as the lady who lived around the corner and had coffee with my mother once in a while.  And I always remember the Halloween night when she came to the door convincingly made up as a Chinese waiter.  (At ten years old, I did not recognize her; but my mother didn’t either, and thought she was a boy, so it was a convincing disguise.)  But none of that is in the picture, as useful as it might be.

  The painting is a still life, flowers in a vase.  I’m not a florist, but they look to me like mums, mostly in orange and yellow, with a splash of red and leaves in several shades of green down to almost brown.  It’s the sort of painting style which is somewhere between realism and impressionism–I see carnations, but if I look more carefully I realize that there are no petals in the puffs, just splashed on highlights and paint texturing.  In another context some of them would be popcorn balls or cotton candy.  And there is something very strange about this picture.  It hung on our walls for years; and then one day my wife asked if that leprechaun had always been sitting in the middle of it.  I looked and looked, and finally I saw the profile of a pink and white face, the brown hair and sideburns, the green-suited body with arms and legs, seated on one of the flowers as on an ottoman.  I had never seen him before; but now he is the first thing that catches my eye whenever I see the picture.  I suspect that you would not see him the first time you looked at the picture; but that if once you saw him he would be obvious.

  As I think about that hidden leprechaun, it reminds me that you can often hide things in plain sight; misdirection is one of the best tools for building suspense.

  I once ran some early episodes of Blake’s 7 as a Multiverser game.  One of them has a wonderful piece of misdirection that worked like a charm.  The crew boards a spaceship that seems to be in distress, finds the crew drugged and the pilot dead.  They begin sorting through the disorder, and find that the pilot scrawled something with his blood on a piece of panel.  In preparing for the game, I carefully etched the awkward wavy lines to a blank sheet of unlined paper.  This became my piece of panel.  I pulled it out and looked at it, and in character read off the squiggles as a number while handing it to the player, asking his character whether that meant anything to him.  It did not.  The adventure continues, the player has that sheet of paper with that number on it the entire time, and he tries to solve the mystery–who killed the pilot, and placed the gas in the ventilation system?  Why did they do it?

  But those squiggles aren’t numbers; they’re letters.  They spell the name of the killer.  As soon as someone points that out, it’s obvious–but because I told him what number it was, the player only saw the number, no matter how many times he looked at it. He was trying to figure out what the number meant, not what the squiggles meant.

  There’s a speaker in the corner, part of the last bit of musical equipment I ever bought, a P.A. system. I had my computer running through it a while ago, and the audio feed from the VCR still does.  There are a lot of good stories you can do in the music world, but you have to start with a character who is a musician.  In Sliders, Rembrandt Brown was in a world where his other self was a huge success (and in an irony that probably rang deeply with a lot more than musicians, his success was credited to the fact that he went left where our Rembrandt went right).  My Multiverser player character also met a self who had become a star.  Not every character, not every player, is right for such a story.  But it reminds me that some of the best stories are built on the lives of the players, the “might have beens” that they missed, and an exploration of what that could have meant.

  I’ve finished one wall.  There were quite a few ideas there, if you knew how to see them.  I’ve got three more walls I could do, and more things in the middle of the room.  The house has seven rooms and a hall upstairs, three or four (depending on how you count them) downstairs, so I could find many more ideas here.  I could keep going.

  But I think I’ll let you look at your walls instead.

  Next week, something different.

—–

M. Joseph Young is co-author of Multiverser and Vice President for Development at Valdron Inc.  His many contributions to online literature are indexed for convenience, and he looks forward to discussing these things by e-mail or on our Gaming Outpost forums.

An Amusing Dungeon

June 8, 2001 in Articles

Some years ago I was the dungeon master for a new group of novice AD&D players. After a hiatus, I found myself back in the dungeon design business, and this time for a bunch of teenagers who did not know me. I wanted to do something good, fun, interesting. But I also wanted to apply the lessons of previous games to the new one. One of those was that dungeons had to make sense: there had to be a reason why this underground structure had been built. And that meant that I needed to create history, a story which explained what had happened in the past.

The story I invented was fairly simple. Eons before (when dealing with elves who live for millennia, ancient history must be defined in eons) an elf had a crazy notion of establishing trade with the underdark, possibly even negotiating peace between the surface elves and their estranged drow brethren. It was he who designed the original dungeon and financed its construction. The tension between his dream and his fear that he might be unleashing a great evil on the world made him a bit crazy. The original designs included some levels which were safe havens, places for travelers to rest and even be entertained, interspersed with levels which were deadly, laced with traps or fierce beasts, intended to kill anyone not privy to the safe path.

The builder died, and was buried in the depths of his creation; that which he built fell into disrepair, and was discovered and occupied by others. The newcomers made changes, making this their homes. Some areas lost all trace of their original purpose and design, while others were untouched.

Among those discovering the abandoned rooms and tunnels was a traveling troupe of entertainers. They saw in the upper levels the opportunity to build a home, a place to practice their crafts. A secret door provided a wonderful entrance to the area they picked–the second level of the dungeon–and behind it they began making changes. One of their number, a young wizard, began to construct something here that would be the wonder of the age. Yet as his companions died, the troupe and their work would fade into oblivion, leaving their magical showplace buried and forgotten.

And so it was that the character party stumbled into something none of them could possibly understand, something so strange and frightening it would leave them bewildered and terrified; yet so awesome they kept returning, trying to fathom its mysteries. For the thing that had been built eons before into which my characters now blundered was something unknown to their age.

It was an amusement park.

It wasn’t difficult to design. I had to throw a lot of continual light spells around, and extrapolate some spell research into locomotion. There were some things I couldn’t include–I wished there were a way to do a Ferris wheel, but the underground setting limited the vertical dimension of my designs. Still, I managed to create a very real collection of attractions.

Some of these were very straightforward. There was a stone zoo, in which petrified specimens of a number of fantastic creatures had been caged for display. Two stages were illumined with light spells in reflective containers; one of these was for plays, and had prop and costume supplies behind it, while the other was the sideshow where the magician kept his tricks and gear. A betting wheel would spin automatically when a bet was placed, and if the d6 matched the player’s number it paid five to one. A small cafe included a floor where some ancient musical instruments still sat. And there was a quiet boat ride through a dark tunnel, the boats magically teleporting back to their starting point once the passengers had disembarked. I even included vending machines which could create food and drink when activated by a coin. But there was so much more.

The merry-go-round had carved figures of horses, but also of fantastic beasts; and they were enspelled such that once riders mounted all would move in a circle with the same gait they would have if alive. The cavalier in the party loved this, using it to train herself on gryphons and dragons and pegasi. The funhouse had mechanical shifting stairs and floors and slides, vents of air blasts from below, distorted mirrors, and an entrance to the vast maze on the next level. The strong-man bell was extensively magic-mouthed such that on a die roll (adjusted for strength) it would hurl insults or compliments at the characters. And the shooting gallery provided five bolts to fire from the tethered light crossbows (sites suitably misaligned), again charging a coin to play and rewarding victory with a few coins returned.

My favorite trap–that is, ride–was the tilt-a-whirl. The characters entered a room; it was perfectly round, with two doors, one to the north and one to the south. The room had a thirty foot ceiling. There was a sort of statue, more like an obelisk, in the center–shapely and not unpleasant, but with no feature that would distinguish the front. The floor was metal, and this smooth metal continued up the first ten feet of wall. A few minutes after characters stopped entering the room, all doors would close and then vanish, and the metal floor and wall would suddenly shift, slowly turning. As it turned, it increased in velocity, and characters were forced to the outside wall; but as everything was told from their perspective, they were told that as they were moving, some magic drew them against that wall. Then, as they were pinned helplessly against this wall, they saw the obelisk slowly drop into the floor; at the same time, the ceiling descended toward them, inexorably threatening to crush them. This took only a couple minutes, and the ceiling stopped descending when it reached the top of the metal part of the wall. But then the truly terrifying happened: the metal floor beneath them dropped twenty feet, down to the obelisk below. They were now suspended by the magic which pressed them against the wall as it spun. Then, slowly, the metal wall began to drop toward the floor below, and once it was there it slowed to a stop. One door–randomly selected–opened to permit the dizzy characters to stumble back to the halls, uncertain of whether they were north or south, or whether they had descended to a lower level of the dungeon. Of course, they had not–they had been lifted twenty feet and then lowered back to their original depth. But their perception of the situation left them quite bewildered.

But their favorite was probably the roller coaster. This began as a bench at the end of a hall. If anyone sat on the bench or stood in front of it, suddenly a low wall would appear creating a sort of cart around it, and it shot straight up thirty feet, and then moved forward–at the same time leaving behind an identical looking bench at the end of the hall. I mapped out a course that carried them three hundred feet per round (a minute); along the way there was one straight stretch where a group of piercers would attempt to drop into the cart, and another where large spiders sprang at them. But the true terror was in hurtling through alternately light and dark tunnels, sometimes bound straight for a wall only to have the cart turn at the last instant. Of course, once two of the party members had been swept away by this trap–I mean, ride–others had to follow in the hope of rescuing them. The carts would depart at one minute intervals. And in the midst of the ride was a section where one cart would leap over another. I think one of the players may actually have screamed. I know that at least one of the characters leapt from the cart onto the track to escape.

I’ve run thousands of hours of fantasy games; yet this is the adventure people best remember. They all agree it was an insane idea, a concept which never should have worked, never should have been tried. Yet it was among the most fun and most memorable adventures they ever had. Almost fifteen years later they still speak of it.

I never imagined when I thought of it that it would really work. It was just an idea for an adventure, something to fill space in a dungeon map. Two levels down I had a luxury hotel; two levels below that was a dragon lair; below that was a race war. This was just part of the show. What made it so wonderful was that it was so totally out of place, and all the players realized that whatever they thought it was, to their characters it was completely inexplicable and clearly very dangerous, even demented.

A substantial part of creative thinking involves taking two things that have not been put together before and asking whether they can be combined. This adventure placed a modern amusement park in a medieval fantasy dungeon. I often find my ideas by looking at what to me are perfectly ordinary things and asking how they would be perceived by someone with an entirely different understanding of reality. I find a way to make it work in that reality, and then attempt to describe it to the players through the filters of the characters’ mindsets and presuppositions. The result is always strange to the point of alien, to the level of magical. By taking the ordinary and shifting it until it is out of place, you can create something quite original.

Next week, something different.

—–

M. Joseph Young is co-author of Multiverser and Vice President for Development at Valdron Inc. His many contributions to online literature are indexed for convenience.

GIU: Introduction

June 1, 2001 in Articles

I play Multiverser, and I love the game. But that’s expected–my name is on the cover. E. R. Jones had been refining the idea for half a decade when he brought it to me, and I spent five years working with him to hammer out the details and the text. So you can take my opinion with however many grains of salt you wish. As long as it doesn’t bother you that I’m a raving fanboy of my own game, we should get along fine. And I promise to mention it only when it matters.

So why do I mention it now? Well, for all of its strengths, the game is voracious. It consumes worlds and stories and creatures and ideas at an alarming rate. I’ve run as many as eight worlds in a single night, each of them completely different. It’s one of the things that most frightens people about the game: where do you keep getting ideas? It’s not that hard, really. I just mentioned an idea I’d written up to one of our long-time fans (someone who playtested the game before it went to print), and he said that he never needs to look for ideas because there are so many of them out there. He’s right; ideas come easily, once you get in the habit. But if you’re not in the habit, it’s easy to get stumped. In fact, you don’t have to play Multiverser to run short on ideas.

And that’s where this column comes in. I’ve become something of an expert on generating ideas. I run my own games; I write game tips for Valdron Inc’s Tip of the Week site; I develop ideas for game worlds and games for future publication. I’ve got some tricks I use, and some ideas I can share. And this column gives me the chance to share them.

There will be something a bit different here each week. Sometimes you’ll find ideas for creatures, or for characters, with which to populate your game world. These will be suitably generic, so you can use them with whatever game you’re currently playing. Sometimes I’ll give you the basics of an entire game world, something you can use for a campaign, or perhaps something smaller like an unusual adventure situation. I’ll also throw around ideas in game theory, ways to achieve different effects in your games, referee and player techniques, and other things I find useful in games I’ve played. You won’t find every column useful to you. If you’re into fantasy only, my forays into sci-fi might be of only passing interest; and similarly if you’re a sci-fi gamer when I get talking about a challenging dungeon level concept you might find it less than practical. But I hope to go beyond just the practical ideas themselves to something far more practical: the patterns of thought that generate these ideas, the way I can always find new and creative ideas that keep my players going and constantly bring them back for the next game. I’m convinced that creative thought patterns can be taught and learned. I’ve learned them from others. I hope by this medium to teach them to you. Who knows? Maybe some of you will wind up writing brilliant new worlds for my future Multiverser sessions.

But perhaps some of you don’t know me. I’d like to introduce myself. The best way I know to do that and make this column useful to you is to point you to a few of the things I’ve written that relate to gaming. That will give you some idea of how I think and what I think, and maybe whether it will be worth your time to come back next week for the second installment. It will also give you a fairly substantial reading list if you try to tackle all of it; there’s a lot more out there than I’m going to mention here. But I think you’ll find some of this useful. This isn’t the only kind of thing I’ll be writing; but it is the way I think about things. Oh–some of these are on other game support sites. I really don’t want to send you away from the fine materials here at Gaming Outpost; but a writer’s credentials are usually that he’s been published in other places, so I’m going to have to offer you those other publications as a reference. As my father’s Mississippi family might say, “Y’all come back now, y’hear?”

A couple years ago I tackled the problem of players who like playing evil characters. I’m not opposed to evil characters in my games; but I think that too many of them get away with murder. This was the first of my half dozen previous contributions to this site, Morality and Consequences: Overlooked Gaming Essentials, in which I examine how a referee should respond to the criminal, unethical, and immoral acts of player characters.

If you’ve seen the Australian e-zine Places to Go, People to Be, you know they have some wonderful material. It includes a three part series of mine, Law and Enforcement in Imaginary Realms. The three parts, The Source of Law, The Course of Law, and The Force of Law, look at how to understand and build legal systems including laws, courts, police, and prisons, which are consistent with the worlds you play but surprising to the players. Gaming Outpost liked this enough to reprint the first of these here.

A lot of gamers today complain about what they see as the old-style gamer who focuses too much on winning and not enough on story. I gave some thoughts on this to Wounds Unlimited in Re-educating the Power Gamer. Johnn Four of RoleplayingTips.com thought the article so helpful he reprinted it on his site.

I’ve published quite a few web pages without the help of an e-zine; I won’t burden you with all of them here. But I will mention Confessions of a Dungeons & Dragons Addict, my entry in the debate about whether role playing games are satanic. Obviously you know my answer (I’m writing for an RPG site); but my arguments might help yours, and there’s a fair amount of my personal and gaming history included in the piece. This one gets a lot of attention–GAMA and the Christian Gamers Guild are among those linking to it.

You might be wondering why I haven’t mentioned RPGnet. Well, I can’t mention everybody. I’ve got articles in a lot of out of the way places (WebCMO has one of my contributions on One-to-One Marketing; I have some interests besides gaming). But indeed I do have an article there which might be of interest to you: Intuition and Surprise looks at just exactly what it is that gives a character that “feeling” that something is amiss, and how to use that in your games.

I try to keep current an index of everything that isn’t just a forum post or newsletter contribution. It’s not all about games, but a lot of it is. And I make myself available by e-mail to discuss these or just about anything else.

Beyond that, there are a couple things I should mention. I’ve got two undergraduate degrees in theology and a juris doctore, that is, a graduate degree in law. I was accepted into membership in Mensa years ago. I’m the father of five boys, all of whom are avid and creative gamers. I’ve always been serious about my fun, playing and inventing games of many types since before I knew about role playing games. My interests have been quite diverse over the decades; expect that to show from time to time.

I look forward to sharing some of my as yet unpublished ideas. Next week, something different.

—–

M. Joseph Young is co-author of Multiverser and Vice President for Development at Valdron Inc. His many contributions to online literature are indexed for convenience, and he looks forward to discussing these things by e-mail or on our Gaming Outpost forums.

Natural Selection: The Future of RPGs

December 1, 1999 in Articles

Introduction


In nature, the success and survival of a species is determined by
its ability to adapt to changes in its environment. This includes competition
from other species in the same niche. The species that does not change does not
survive. During the middle of this decade, new competitors were introduced to
the RPG niche. At the same time, the environment of publishing was changing. In
the wild, these events would be called selection pressures. They necessitate
change.


As members of the RPG market, we must help guide our hobby into
adaptation. But what new form should we take? What changes need to be made? The
answer depends on what our competition looks like and what advantages we can
take from the new environment.


The Competition


Though sales are already starting to recover, the RPG industry
took a big hit to the groin in the mid-nineties. For an already small-money
market, this was nearly devastating. (Fortunately, a lot of high-quality games
emerged from that dry spell, but that’s a topic for another day.) There are no
clear answers to why sales dropped so drastically, but two culprits are commonly
singled out:


Collectable Card Games (CCGs) – Following in “Magic’s”
footsteps, these games hit the same niche market as RPGs, and they hit it hard.
There is some contention over whether CCGs pulled people into the hobby or
distracted them from RPGs. Personally, I think it did a little of both, with the
harm done pretty much negating the good.


The real damage was done by the simple fact that CCG fans dumped a
lot of money into them. Most, if not all, of those dollars may have otherwise
gone into RPGs. Potential role-players were faced with the choice of spending
their hard-earned twenty bucks on either an RPG supplement (that they would
need, say 3 other people and lots of free time to play) or couple booster packs
of cards (which they would need only 1 other person and 15-30 minutes to
play).


You make the call.


Computer Role-Playing Games (CRPGs) – In my opinion, these
games are the real competitor. They take people who may otherwise be drawn to
RPGs (imaginative people who enjoy sci-fi and fantasy) and distract them with
immediate, full-sensory experiences. These are the, perhaps, less creative
people who would rather play than GM. CRPGs supply them with the same challenges
as RPGs (combat, NPC interaction, abstract puzzles) without having to find a GM
and, coordinate schedules with other players, learn an entire book’s worth of
game mechanics, etc, etc, etc.


However, both CRPGs and CCGs are sorely lacking in two of the
aspects of RPGs: Socialization and Creative Expression. Admittedly, CCGs require
a little social interaction, and network games can provide the same. However,
neither involves the same group dynamics as sitting down with a bunch of friends
and role-playing face to face. This goes beyond simple socialization, it creates
community. (Remember that term, as I’ll be coming back to it later.)


The creative aspect of RPGs is what the competition can’t touch.
They create the world, the cards, the weapons, the characters, and you just
accept what you’re given. On occasion, companies might accept feedback and
suggestions, but the actual development is still done behind closed doors. Yet,
who hasn’t looked at these games and thought, “Ya know, I could do this so much
better!” Even if we absolutely love the game, each of us has our own spin we’d
like to put on it. RPGs not only encourage players and GMs to create their own
material, they require it! Players create characters, GM create plots, NPCs, and
even entire game worlds. Even when using supplements and ready-made adventures,
some creative license must always be taken. Things must be improvised on the
spot.


Short of writing fiction, I can’t think of anything that offers
more chances for creative expression.


RPGs on the Internet


So, those are our competing species, complete with their relative
strengths and weakness. Now, we have to identify the environment we’ll be
competing in. As with most things in the last few years, I’ll be focusing on the
emerging landscapes of the Internet. Even amidst the industry’s economic
downturn, the Internet hosted a growing community of role-players. Particularly
in our fight against CRPGs, the Internet will be an important venue.


Looking around the Gaming Outpost, I see a far higher percentage
of “GM-types” than I see at my local gaming club. I can only assume that, like
aspiring authors, they are attracted to the Internet by the easy access to
exposure. e-Publishing a far easier than traditional magazine or book
publishing. As someone once said, the Internet allows us to be ignored by more
people than ever before.


As a consequence, there is a fast-growing market of free and
self-published RPGs to be found online. Some of these are just knockoffs of
traditionally published games, but most are highly original works. They find
innovative solutions to common RPG flaws, bring all-new worlds and concepts to
gaming, and otherwise advance the hobby as a whole.


Finally, the loci for most of this innovation seems to be mailing
lists or discussion boards. Most sites with at least one game have, or point to,
a place where fans can talk about it online. Often, the designers participate in
these discussion, too, creating a direct link from customer to creator.


What does this all mean for the industry? It means that, on the
Internet, there still exists significant demand for the social interaction and
creative freedom of traditional RPGs. These are survival advantages that the
competition does not possess. Surviving, even thriving, in our new environment
depends on our ability to leverage those advantages to their fullest effect.


The Next Evolution


Now we get to the meat of the issue: What will RPGs be like in the
next 5-10 years? Integrating business with the Internet is a major goal for most
industries, and role-playing will be no exception. However, RPGs stand to reap
even greater rewards, for the reasons given above. They have unique
characteristics that compliment many aspect of online business.


New Emphasis on Creativity


The growing number and impact of self-published RPGs will create a
new emphasis on original settings and creative design. (This trend will be
helped along by the profusion of rules systems already available on paper and
online; as it becomes less possible to break ground with rules, it will become
necessary to break ground with settings.) We’re already seeing this in many of
the “indie” games on the web.


Personally, I can’t help but see this as a Good Thing.


Virtual Communities


To satisfy our need for social interaction, the prevalence of
virtual communities (established via mailing lists and discussion boards) will
continue to increase. At the same time, companies will open their doors further
and further to feedback from their fans. (This is simply a good business
strategy. It is far cheaper to catch a bad game before publication than to
revise it after.)


In addition, the power of the Internet to bridge vast distances
will allow the gaming community to grow as a whole. No longer will finding a
gaming group be a matter of scouring your local town for recruits. Instead,
like-minded people from around the world will be able to gather around their
favorite game sites and online magazines for news and discussion. As online
communication technology advances, these forums will become more and more
similar to meeting in person.


At the least, this will consolidate a small niche market scattered
too thinly across a number of countries and continents. At best, it could lead
to a revival of the hobby and an explosion of new ideas that draw in even more
potential gamers.


Increased Customer Participation


Combining these two factors, we will see steady blurring of the
line between player and designer. It is a very short step from monitoring
discussion boards to accepting feedback officially, and an equally short step
from accepting feedback to accepting submissions for supplements, game fiction,
etc. This is the ultimate expression of a creative, social gaming community.


Such a strategy makes sense from multiple angles. First, as
mentioned above, accepting feedback before publication is more economical.
Beyond that, allowing fans to participate directly in the development of a game
line fosters stronger brand loyalty; who wouldn’t sink a few dollars extra into
a game they had personally contributed to? Fans will also feel more invested,
both in terms of time and ego, in the success of that game and its publisher.
Everyone wins.


Case Studies


Unfortunately, I haven’t really gone out on any limbs with these
“predictions.” Much of what I’ve just talked about is already happening. The
real question is: Will it succeed? Only time will tell. The curious might want
to keep an eye on few pioneers…


Deep 7 href="http://www.deep7.com">(http://www.deep7.com)


This interesting group has already made the move away from
traditional publishing to e-publishing. All of their games are available via
pay-per-download from their website. Beyond that, they also host a message board
(aka, “virtual pub”) and accept submission ideas from the public. One of the
biggest obstacles many people cite for online RPG companies is simply getting
people to download and print their own stuff. Deep 7 is on their way to finding
out.


Dominion Games ( href="http://www.dominiongames.com">http://www.dominiongames.com)


These folks are already blurring the lines between player and
designer. Their rules system is viewable online and free to all, as is their
first game setting. Both of these will be continuously updated, creating a
“living RPG.” Web forms encourage fans to send in their “bugs,” comments, and
submissions for future inclusion. This is fan participation a step above and
beyond.


ImEG


My company, Immersive Entertainment Group, was formed a few months
ago specifically to pursue these new kinds of RPGs. Our goal is to allow fans to
contribute directly to a single world, much like what Dominion Games is doing,
but taken to a greater degree. We will combine fan fiction, RPG products, and an
online, multi-player game to develop worlds in real-time.


For more information, take a look at our inspiration, href="http://www.starshield.com">The Starshield Web Project, or our first
solo endeavor, The Erebus
Project
.


Conclusion


Evolution is a chaotic and mysterious thing, even in the world of
hobby gaming. The above is simply my analysis of the present and expectations
for the future. At the very least, I hope it got you thinking. Role-Playing is
unlike other industries in that it relies on a great degree of independent
creativity from its players. We can, and should, use that creativity to help
make sure our hobby continues to thrive.

You Too Can Play RPGs!

August 31, 1999 in Articles

Gaming is one of those hobbies that presents rather daunting obstacles to

the would-be enthusiast. The books can be awfully intimidating and RPGs are

so radically different from other forms of entertainment that it’s hard to

learn how to play them without someone to show you the ropes. Worse yet,

RPGs don’t have the mainstream coverage needed to get them in front of every

person who might be interested in playing them. Most people have only a

vague idea of what Dungeons & Dragons is. So RPGs aren’t the easiest

hobby to get into. Tell me something I don’t know, right?

Well, here’s a thought: what have you done to keep the hobby going? Have you

ever run a demo game? Have you ever given your little cousin or your nieces

and nephews an RPG for Christmas?

A lot of fans like to complain about the state of gaming. They like to moan

that they’re paying more money for less content, that all the good games

never get a large enough fan base to stay in print, that the game companies

owe them something as fans.

Well, what do you owe them?

One time in college, I happened to spy a copy of the old red box D&D

Basic Set on the clearance shelf of the local chain toy store. In a fit

of nostalgia, I picked it up. When I paid for it at the check-out counter

the clerk picked up the box, smiled, and said, “A lifetime of fun for only

$12.”

That really stuck with me. RPGs are important not just because of their

entertainment value but because they teach us that we can be active

participants in the creative process. We don’t have to passively sit back

and accept whatever garbage comes out of the TV. We can map out own worlds,

write our own stories, build something that is ours in the truest sense of

the word. They open our eyes to the stories that we can create. All for the

price of a pizza and a movie.

So I think we do owe the industry something a little bit beyond our hard

earned cash. If we want RPGs to remain a viable industry it’s up to us, the

fans, to keep it going. The next time some small press gem hits the shelves,

run a demo game at your local store. Organize an event at a con, expose more

people to your small press faves. When Christmas and birthdays roll around,

pick up that $10 starter D&D set for those would-be gamers you know. RPGs

taught us the beauty of creation, the wonders of imagination unleashed with

a form and purpose. They liberate us from the shackles of passivity and hand

us the tools of creativity.

Evangelize, preach, convert, let the cat out of the bag and keep it out

there. RPGs are great fun, a wonderful tool for expression and entertainment.

Why wouldn’t you want to spread that to a new generation of gamers?