[Twilight Time] Writers' Books for RPG Adventure and Plot Creation
Heather Grove
heather at burningvoid.com
Mon Mar 29 16:52:12 EST 2004
March 29, 2004 -- Writers' Books for RPG Adventure and Plot Creation
Volume 5, Issue 2
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Good afternoon!
I admit it--I'm addicted to writing books. Not because I think they
contain the secrets of the universe. Not because I think they'll
magically turn me into a great writer. And not because I'm insane.
Well, maybe because I'm insane.
Mostly, though, I just find them fascinating. I love seeing all of the
different ways in which different writers approach their craft. I love
weighing the ideas and seeing what I think of them. I simply enjoy
reading them.
Most people either love or hate writing books--they either see them as
wonderful or useless. I think they're potentially pretty useful, as
long as you use them in certain ways. (We got a whole article once out
of the pros and cons of using writing books.) You never want to read
writing books as a way to procrastinate from doing actual writing, and
you never want to trick yourself into thinking you can learn everything
you need to know from books. But within those boundaries, there are
books that can teach you a great deal.
Sometimes I even find things that I think apply pretty well to creating
RPG plots, characters, and ideas. So in today's article I'm going to
tell you about some nifty writing books and explain how they might just
help your game.
Have a great day!
Heather
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Writers' Books for RPG Adventure and Plot Creation
Here's a handful of writing books that could improve your game, and
why. Enjoy!
1. Just this morning I started reading a book called "No More
Rejections: 50 secrets to writing a manuscript that sells," by Alice
Orr. I know, it sounds horribly gimmicky. I think I got it mostly
because I've never read one of these "secrets to getting published"
books before (I prefer books on craft, creativity, and technique) and I
was kind of curious.
As it turns out, it's mostly a book on craft, creativity, and
technique, so I'm glad I got it after all. It's just written from the
perspective of "what is your editor looking for?" and "how can you
avoid screwing over your chances of getting published?" Because much of
this boils down to "how can you make your story coherent and
interesting?", some of it can definitely apply to tabletop roleplaying
game (RPG) material. Use it to help you find holes in your plots, and
to help you tighten up all those stray bits of material that tend to
get frayed around the edges.
One of my favorite bits with respect to RPGs is a list of dramatic
themes that serve as sources of conflict. These include betrayal, duty,
cowardice, obsession, loss, devotion, hatred, disgrace, and revenge,
among others. I think that if you were strapped for plot ideas you
could easily run down the list and find something you could build on. I
think you could also find out whether your latest plot was likely to
have at least some emotional spark to it by running down the list and
making sure one of the traits on it was present.
"No More Rejections: 50 secrets to writing a manuscript that sells"
by Alice Orr, ISBN #1582972850
2. Nancy Kress is absolutely amazing when it comes to writing advice.
Her book "Dynamic Characters: how to create personalities that keep
readers captivated" is so popular that it's often difficult to find. If
you can find a copy, however, it's well worth the purchase. Not only
does it have plenty of information on creating vivid and interesting
characters, but it also has the most complete "character dossier" of
questions I've ever seen. Kress also has a great sense of humor that
keeps this book from being dry and boring.
"Dynamic Characters: how to create personalities that keep readers
captivated"
by Nancy Kress, ISBN # 0898798159
3. Although I think that by and large Kress' book is better, Rachel
Ballon's "Breathing Life into Your Characters: how to give your
characters emotional and psychological depth" is probably more easily
applied to roleplaying material--and it's certainly easier to find in a
bookstore! It delves into fewer of the broader writing issues than
Kress' book does, concentrating more on the psychology of your
characters.
Ballan is a psychotherapist, and her approach is to have you delve into
your own memories and psyche to help you better understand
yourself--the better to understand your characters. One of my favorite
bits of advice from her book is this:
"Don't ever say, 'My character would never steal,' or 'My character
would never cheat.' Given enough desperation and faced with a harsh
enough environment, your character can be motivated to steal, lie,
cheat, or even die for something she wants or needs."
"Breathing Life into Your Characters" could help any GM to create
better, more "real" non-player characters (NPCs). It could also help
you to better figure out how to create moving, personalized plots for
the player characters (PCs)!
"Breathing Life into Your Characters: how to give your characters
emotional and psychological depth"
by Rachel Ballon, ISBN # 1582971811
4, 5, 6 and 7. Sometimes, in the middle of a game, you need a bit of
inspiration. In other articles I've suggested doing things like pulling
out a tarot card and seeing where it takes you. You can also use this
same method to help you come up with yet another new and interesting
NPC or plot point. Now I have four places you can take inspiration from
that aren't tarot decks:
"The Pocket Muse" by Monica Wood, ISBN #1582971420
While sadly these bits of inspiration do not come on cards that you can
shuffle, they are arranged similarly on the pages of the book. So you
can open to a random page and see what comes up.
"Inner Outings" by Charlene Geiss and Claudia Jessup, ISBN #1577312201
These colorful, huge cards contain very simple phrases and words on
them. Shuffle them, pull one out, and see how it inspires you.
"The Observation Deck" by Naomi Epel, ISBN #0811814815
Some of these cards are meant for content inspiration; many present
ways to approach your writing. Use the former while coming up with
ideas or running your game, and use the latter while coming up with
plots, adventures, and characters.
"The Writer's Block" by Jason Rekulak, ISBN #0762409487
This one boast *786* bits of inspiration for your writing! Some of them
apply specifically to writing (little tidbits about what has or hasn't
worked for or happened to other writers), but most of them are usable
for RPG-work as well (photos, phrases, single words).
8 and 9. Almost any creativity book (particularly those with prompts
and exercises) can help you to come up with ideas. Here are a couple of
my favorites:
"Pencil Dancing: new ways to free your creative spirit" by Mari Messer,
ISBN #158297005X
This one is a broadly-applicable creativity book meant for anyone, not
just writers. The exercises get a bit silly, but that's kind of the
point--it's meant to force you to set aside the inner critic that's
telling you your ideas are silly so that you can more freely use your
creativity.
"The Writer's Idea Book" by Jack Heffron, ISBN #158297179X
This book contains a gazillion prompts, but they aren't really of the
type that's useful for pulling out in the middle of a game. They're
specifically meant to help you learn to pull ideas out of everyday
life, so they'd be best for a game set in the modern world, or for a
game with very personal-level plots. You could also use them to help
you come up with the mundane details of your NPCs' lives.
10. Heffron's "The Writer's Idea Workshop" is a sequel to the idea
book, meant to help you take those ideas from rough nugget to polished
finished product. As with book suggestion #1, this means that a number
of the suggestions won't apply to your roleplaying game. However, many
of them will. This book will help you to figure out which ideas will
work, which won't, and how to get the most out of them. If you're truly
interested in turning a mediocre or good roleplaying game into a great
game, I think this book could do a lot of good.
"The Writer's Idea Workshop"
Jack Heffron, ISBN #1582972796
If you're looking for a change, or a new way to gain inspiration,
rejuvenate your sessions, or improve your NPCs and plots, one or more
of these books may be able to help you. If you enjoy writing, then why
not go for a book that will multitask? Enjoy!
SPECIAL REQUEST: If anyone has any other books that have particularly
improved their ability to put together a good game, send 'em on in and
I'll pass them on in the next issue. If there are enough of them I'll
do a special issue! Include a brief (one-paragraph) explanation of how
the book has helped you, the title, the author(s), and the ISBN number
if possible.
PURCHASE LINK LIST: If you want an easy way to find most of these
books, I've put together a page of purchase links to Barnes & Noble and
Amazon. Our site is an affiliate site, so buying through those links
helps to support us! Thank you:
http://www.burningvoid.com/rpg/2004/writbooks.php
What's Your Opinion?:
Comments on this issue's topic? Suggestions? Tips? Special topic
requests? Drop me a line. If I pass any of your suggestions on (either
through the newsletter or the RPG resources page), I'll attribute them
to you. Be sure to tell me if you don't want me to use your name and/or
comments!
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SITE UPDATE:
Burning Void: resources for roleplayers and writers
http://www.burningvoid.com/
http://www.burningvoid.com/rpg/2004/writbooks.php
Purchase links for the books listed in this article
We recently did a major overhaul to the site, and I'm still slowly
working my way through converting individual articles.
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