Why Your D&D Game Doesn’t Make a Great Novel

DragonHave you heard the line, “Your D&D game won’t make a great novel?” If you’ve heard me speak on panels before, or if you’ve read several submission guidelines from agents or publishers, you might have. I’d like to tackle why.

First, let’s get all the bad mojo out there on the table by saying something completely untrue. “Oh, that evil publisher doesn’t like gamers…” Several well-known authors I’ve met are either gamers themselves or their kids are. And by gamers, I mean everything from tabletop to video and card games. Also? Publishers aren’t evil. You may get frustrated by their decisions, but publishing a book — even if it’s potentially your book — is integral to their overall business. To imply that they’re evil means that a business is a biological entity with a soul. Yes, some businesses have been accused of being soul-less, but that’s actually a correct statement. A better description of a business would be to think of it as a large, gigantic clock. You only see the face that tells the time, but there are lots of moving parts. Each of those “parts” may have a soul, but together they act as a publisher who wants to produce books that other people will want to purchase and read – they certainly aren’t there to make a writer’s life miserable.

So now that we’ve got that out of the way, let’s get back to the topic at hand. Why won’t your D&D game make a great novel?

Here’s a rhetorical question: have you heard this story before? It’s about an elf, a ranger, a dwarf and a mage…they wake up at this inn…they don’t have any memories…they face this really evil overlord guy who–

Yes. Yes, I’m sure you have. So has everyone else on the planet.

The first lesson here, is that those characters and that plot have been beaten to death so badly, they’ve become their own cliche.

The second lesson I’d like to offer, is that writing a story not the same as “writing up a game” as a story. When you “write up a game,” you are telling the story as it happened during play, because you believe your game is so exciting other people will want to read about it. However, these stories often turn into a dictation of events, which causes the story to sound forced and the characters to become inflexible. When you write a story, you have more freedom because you don’t have to stick to a specific series of events, partly because the writer hasn’t already experienced what had happened.

Third, I’d also like to point out that many new writers don’t realize that when you write a story about your D&D game, you are engaging in a form of writing called “fan fiction.” In other words, you don’t “own” the story that you’ve created and legally, you aren’t able to sell what you’ve written. (Be sure to read my post about the difference between shared world, tie-in and fan fiction if you’re confused).

Yes, there are people who write for DRAGONLANCE and other tie-in novels for established settings. They do have some challenges writing novels, because they are writing in a world that has already been created. This type of writing can be more difficult than writing original fiction, because there are often strict guidelines that the writers and editors have to follow. (If you’ve ever worked on tie-in or media fiction, it’s a lot like putting a puzzle together.) However, this form of writing isn’t the same as “writing up a game,” because the story isn’t about a “real life” game that’s being played, it’s about a story set in the world of D&D.

If you want to share the story about your favorite game, I recommend reviewing Wizards of the Coast’s Fan Site Policy. If you want to write media, shared world or tie-in fiction, that’s an entirely different path and I encourage you to read Wizard of the Coast’s book submission guidelines.

Regardless, if you’re serious about your love of gaming and honing your craft, I’d encourage you to take a more professional approach. Please, do yourself a favor and conduct a little bit of research before you start typing away. Writing a novel is not as easy as it looks, and you don’t want to get off on the wrong foot.

The Importance of Being Persistent

In an earlier post, I wrote a letter to new writers where I described how the path of a writer is one that winds, ebbs and flows. How do you keep following the same path? One of the qualities that a writer must have is the ability to be persistent. Well, that one word can have a lot of connotations, so I’d like to explain what “being persistent” means to me.

So what does it mean? Well, if you want to be a writer it means you don’t give up. It means when you “think” you have no readers, no chance of success, or that you’ve just written something terrible you keep on the path. You see, it is too easy to drown in self-pity or thoughts about how you’re a horrid writer, but the truth of the matter is that you (and only you) have control over that. To be blunt, if you think you suck — get an editor, or get your work critiqued. If you believe you can’t write horror because your fight scenes are terrible, try perfecting your dialogue for a while instead. Practice, practice, practice and play with your words. If you take a break, plan to get back on that wagon, but don’t ever give up completely.

I’d like to share with you a personal anecdote, because I think it applies here. Not every story I’ve written I enjoy, and truth be told I never read my work after it’s been published. (Unless it’s for an author reading). I did once, when I was nine. I had won a Halloween fiction contest for a community publication; seeing my words in print was a very meaningful experience for me, so powerful that I read that story over and over again. It seems a little silly to me now, but I still have this vivid feeling of “winning.”

When I was young, the world was a magical, musical place. I didn’t realize how many writers were out there, and I didn’t understand writing is a multi-faceted business until years later. When I did, I put down my pen and paper for a time because the competition was overwhelming. Once I started writing again, though, I never stopped and never looked back.

Writer Lucien Soulban had an excellent thought related to that recently on Twitter. “Words of Wisdom for Writers: Their success is not your failure.”

Everyone’s path as a writer is unique, including my own. Just like there isn’t “one way” to write, there isn’t “one way” to follow that path. However, if you want to be a writer, you need to be persistent about it. There is enough opportunities in the publishing world for many writers out there, and just because you may admire another writer or you’re not finding yourself on the fast track to success, doesn’t mean that you are a crappy one. All it means, is that your path may be different. Remember, your words are footprints on that path, so don’t give up. I didn’t.
🙂

Writing with Gender Treatment in Mind

In today’s world, headlines are splattered with same sex marriages, celebrity “bumps” (a slang term used to describe a pregnant woman’s stomach), and women deemed to be “fat” because they gained a few pounds. Whether you’re a writer in the entertainment industry or a columnist for your local newspaper, gender treatment is one of the biggest issues facing our work today, because the boundaries and descriptions of gender have changed.

I often laugh at old fifties advertisements showing a submissive wife waiting hand-and-foot on her husband. If you’re writing fiction or a story about that particular time period, however, those gender roles were part-and-parcel to what the society is about—much like “hippies” were part of the 60s, “disco” defines the 70s, and “over-consumption” spelled out the 80s.

Unconsciously, we deal with gender treatment all the time in today’s society; when we see a female action hero and comment on her costume, when we read about bisexual, gay or cross-gender relationships in the news, when we form opinions about gender treatment based on what’s happening in another country.

In writing, our own ideas and conceptions about gender treatment may color our projects and speak to our values. This isn’t a “good” or a “bad” thing, but it does have consequences that may range from alienating sections of a market to offending a particular group. Some of these reactions are unavoidable, but they are a result of how we approach gender even before we write words on a page.
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System vs. Setting in Game Design

One of the biggest arguments I’ve heard over the past, few years is, “Does system matter more than setting?”

The answer is, “Both do.”

Here’s why:

Game mechanics, for any platform (PC, video, tabletop or card game) handles the pacing of the game, attributing to its mood or what I call “game aura.” If you’re creating a “fast-paced zombie hunting game” for example, your mechanics should facilitate that feel. A good example of relevant mechanics is the card game Gloom, which was produced by Atlas Games. In this game, your goal is to make your “family” as miserable as possible. Whoever dies first, in the most horrific way possible, wins. Now, this game may sound truly terrifying but the art and the writing of the game give it an Edward Gorey-like feel, building the setting.

The mechanics are really inventive; you have see-through cards with points that stack on top of one another. In this way, the mechanics allow you to “make” your family member miserable by directly placing modifiers on top of your character. Hence, the mood is not detracted and the overall feel of the game remains intact.

Another good example of mechanics is the exceedingly popular Star Wars: Legos series. Star Wars, a science fantasy setting, is taken to a humorous level by playing off of the Legos setting. The mechanics are simple because they needed to be; who wants to “build” characters through stats if you’re playing Legos?

“New” game mechanics from upcoming or independent publishers are not as integrated with their setting, in many cases, because game designers often strip out the system to playtest it and make sure the system works. If your system has a “theme,” (i.e. fast-paced, larger-than-life), then this can be a good idea. If it doesn’t, you may want to “test” different parts of your game with the mechanics to ensure that the pacing and flow is not interrupted by say, your vampire needing to feed before making it through your next scene (Bloodrayne).

So if you are working on game mechanics, there are really two questions that are important for you to ask: One, does this system work with the game I’m designing and two, have I tested it in all of its forms to ensure it doesn’t interrupt the flow of the game.

When the Rules Change: Freelancers and Wizard’s New OGL

Today, Wizards of the Coast, who publish the Dungeons and Dragons line (among others), announced a new Open Game License(OGL) for publishers. What is an OGL? Well, the short of it, is that an OGL allows other publishers to use a game mechanic system to produce their own games, for their own profit. Typically, the rules for an OGL contract are publicly posted, so that other companies can decide what’s best for their business. Reasons for using the OGL license can range from less time investment (i.e. don’t have to playtest a “new” system) to marketing for an existing fan base.

Wizard’s new OGL license for 4th Edition rules is vastly different than the previously-released version. I feel that freelancers (artists included) should sit up and pay attention to these discussions because changes like this may affect workflow, payment, and publications. Even if you don’t ever plan on writing for this system or this industry, I feel that there is a lot we can learn from this situation, especially since there is more changes to come.

It seems like several people within the gaming industry are discussing the particulars of the agreement, but I feel that the most important part that any freelancer will need to know is that Wizards currently has a vested interest in every product that will be sold, published or distributed by anyone outside the company. As a freelancer, I feel you should keep that in the back of your mind. It’s too early to tell how this new license will be legally interpreted and implemented; however, if I were going to write for 4th Edition I would approach with caution.

Whenever a third party has an interest in a product, it’s akin to working for a “licensed” project. Licensed projects, while they can be fun, can sometimes drag on for months due to disagreements. Sometimes, they get canceled and other times, they get stuck on the shelf, never to see the light of day. That’s not to say that there isn’t a fair amount of products that do get published; it just means that the workflow can be slowed down because someone else (that the freelancer doesn’t typically come into contact with) is part of the project.

So if you here a lot of things about contracts and licensing related to 4E or any other system, don’t hesitate to ask the publisher directly about what the scope of your new involvement will be. Rumors and conjecture will only go so far, but I feel that you do need to arm yourself with knowledge.

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