Life in Crazytown, New Releases and a Favor

First? I need to offer all of you an apology. I haven’t been blogging lately, because things have been a “bit” busy on this end. After my appearance in Indianapolis for GenCon, things slowed down a bit in September, but quickly picked back up. Why? Can’t talk about all of it, but I can talk about some of it. Blasted Non-Disclosure Agreements!

Halloween and White Wolf

As project manager for FlamesRising.com, every year we do something special for Halloween. Last year, we offered Halloween flash fiction from several authors including E.E. Knight, Matt Forbeck and Jess Hartley. This year, we decided to pitch a gaming-related idea to White Wolf Publishing. After some “tough” negotiations (*sarcastic*), I wrote and designed DEVIL’S NIGHT: a free Storytelling Adventure System Scene for the World of Darkness, which was released today. This type of release is “huge” for FlamesRising.com, because this is the first time we have partnered with a publisher to offer free gaming material on the site for fans. If you’re interested in reading more about the design process, check out this post entitled, “Devil’s Night: White Wolf, FlamesRising.com and your Free One-Scene.”

Today, Matt is going to be flying down to Atlanta for the International Camarilla Convention (ICC). This was a spur-of-the-moment trip that was made possible by White Wolf. With our trip to Las Vegas only a week away, we did some scrambling to ensure we had some great content for you on the site for Halloween. Special thanks to Jess Hartley who also pitched in this year. She wrote a great guest post entitled 13 Etiquette Tips for Halloween as part of her One Geek to Another series.

Upcoming Appearance at NeonCon in Las Vegas

Next week Thursday, I’ll be flying out to Las Vegas for NeonCon and…well…Vegas. I have been confirmed as a guest with Jess Hartley on the Women in Gaming panel. Even though I’m going to enjoy some time away from the computer, this will be a fun trip to reconnect with some of my friends in the industry.

Novel Revisions and Original Fiction

After I got back from GenCon, I had a panic moment. You see, I definitely want to continue writing for the gaming industry and pursue some media tie-in fiction opportunities, but I also want to leverage that with my original fiction. I have some breakthroughs on that front, and have gone back to start revising ARGENTUM. The novel isn’t coming along as well as I had hoped, and some last-minute projects have kind of taken over my brain. I know I need a vacation, which is why this trip to Vegas will be well-deserved.

Guest Posts on SFWA, Writing Groups and Crackle.com

I’ve started to expand my non-fiction guest blogging, so be sure to hop on over and read my guest posts by Monica Valentinelli on SFWA.org if you haven’t already. The folks over at SFWA.org are really doing some great things by keeping up on current events, so definitely bookmark the site and follow-up when you can. Also, I have a guest post going up on the Crackle.com site soon. I’m really excited about it, because it offered me the chance to get really detailed about a horror film, which is part of the reason why I started the Girls of Gore series on FlamesRising.com. If you enjoy that sort of detailed criticism, I recommend checking out some of Mary Robinette Kowal‘s or Ken Hite‘s non-fiction works.

In addition to guest blogging, I’ve been attending some local events for writers, too.

So That’s Life in Crazytown

So that’s what’s been going on in my neck of the woods. There’s a lot I can’t talk about, but let’s just say that I’m very excited about the next, few months for many reasons. First, “the day job” at my wonderful employer Musicnotes.com sheet music picks up as we head into the holiday season. It’s going to be frantic-but-fun as we ensure that we fulfill song requests for our customers and provide them with a great experience. Outside of work, I’m looking forward to the snow and cold weather. There are some long, wintry nights ahead and I’m definitely ready to sit in my writer’s cave and get some projects done.

The Favor I Need to Ask

Because I need to focus on paying gigs, I have to be more selective about my non-paying opportunities and time spent on social media. Please, please, please keep me updated with what you’re all up to. I enjoy reading about my fellow authors and game designers, and I hope that you have wonderful news to share as well.

Well, that’s it for me. Back to making brownies in the shape of ghosts and getting reading for another music-filled day. Take care!

How Genre Affects Game Design

Like pulp? How about horror? Superheroes? Awesome. I bet that many of you who are reading my blog have had great ideas for stories or games based on a popular genre. With fiction, you probably already write using techniques to affect the pacing, mood and feel of your story to induce that air of mystery or feeling of awe. Shorter dialogue, use of fragments and punctuation can enhance the reader’s expectations for a story. Couple that with stunning visual descriptions and you have the makings of a spectacularly paced genre fiction story.

But what about games?

Writing games based on a particular genre is a bit trickier because the people playing the game have the ability to create their own mood based on the product you are creating. Unlike fiction where the environment is more controlled, a game’s environment can’t be controlled. Or can it?
Read More…

Reflections of a Gaming Industry Freelancer

GenCon Indy 2007 | Contest Winner This year marks the fifth year I’ve been active within the gaming industry as a freelancer. Within five years I’ve worked on two dozen games, dozens of reviews, attended approximately 35 conventions and gatherings, met hundreds if not thousands of people, spoke on panels, and built some awesome memories. Here are some of my take-a-ways from working in an industry saturated with creative people and a desire to have fun.

(1) Got an Idea for a Game? Great. Then What?
There are dozens if not hundreds of people out there who have a natural ability to design games. Game design is a multi-disciplinary function that may blend psychology, group dynamics, mathematics, strategy, engineering and creativity. There are many folk who run circles around me in game design, but there are just as many that don’t understand what that critical next step is and how it relates to running a business.

(2) Working in the Gaming Industry is Often a Labor of Love
There’s a common phrase that I hear all the time, “If you want to make money in the gaming industry, stay out of it.” Because the people behind-the-scenes are in this industry for different reasons, there are multitudes of levels of professionalism and business conduct. It is not uncommon for a person not to get paid–even when a contract is in place. Communication can either be sparse or excessive, which may create challenges with how much time it takes to complete a project. Yet, people keep coming back year after year because they love what they do.
Read More…

How to Infuse your Creativity by Researching Tropes, Myths and Beliefs

As promised, I’d like to give you all a little exercise that my fantasy author friends might appreciate and immediately recognize. This is an example of how I do my research, and I’m offering it to you to put more questions in your mind than answers, to challenge not only what you write—but how.

For those of you who are familiar with research methods, you will notice that some of the steps are out of order. For my own work and curiosity, it has become necessary to formulate my hypothesis after I read my source material to reduce personal slant and remain objective.

Research Exercise: Avoiding a Common Trope in Your Setting

Step One: Identify your Intent

Create a dark-skinned race of characters that do not adhere to the common fantasy trope: all dark-skinned characters are primitive, barbaric, or villainous.

Step Two: Recognize Potential Sources of the Belief or Trope

Specific to fantasy there might be: Dungeons and Dragons, Tolkien’s the Lord of the Rings, or Conan the Barbarian. In this area, I would also recognize the need to read history or other nonfiction source material.

Step Three: Investigate a Major Influence for the Belief or Trope

Tolkien is often considered the father of fantasy and, in fact, heavily influenced early Dungeons and Dragons.

Step Four: Create a List of Author Influences

In this bucket, I sometimes either write down or note a variety of things about the author. For example: When was the book written? Where did the author hail from? How did the author create the trope or belief? Was the trope intentional? Did the writer have any prevalent or outspoken beliefs?

Step Five: Formulate your Opinion

Here is where you, the author, come into play. In this really basic example, you’ve done your homework to pinpoint what you believe is the reason why this trope was created and where it came from. Knowing those two things can really help you engineer other ways to avoid the trope or realistically portray a belief.

Step Six: Read Others’ Opinions

When appropriate, it might be a good idea to read other people’s opinions when appropriate. Literary criticism might be a great resource in this example or even commentaries from other writers. This step ends up becoming more important if you’re researching the origin of Halloween, for example, or myths and legends that cross time, cultures or countries.

Step Seven: Return to Your Original Goal

As the last step in the process, I recommend circling back to your goal and writing one paragraph to complete your thoughts. Sometimes, the act of writing down how you’d like to infuse your story with that different perspective can make all the difference.

What process do you use to marry research elements with your work? How do you manage collective thoughts and creativity into your projects? If you have other methods you use, feel free to share! Happy scribing!

The Difference between Game Design and Writing Games is…

Okay, so now that we’ve spent a whole week talking about writing game-related fiction, I’d like to round out this week o’ gaming by talking about the fundamental differences between game design and writing games. This is an often hotly-contested topic in many gaming companies, but really comes down to a very, simply idea and that is: writing is different from designing. The skills may be complementary, but often the two are not the same thing. Here’s why.

Game Design

When someone designs a game, they are planning out a mechanical system of rules that addresses the player, the environment the game takes place in, and the way that the player interacts with other players and that environment. Take UNO for example:

    Player The holder of a set of cards
    Environment The way the deck is laid out or: discard pile vs “play” pile
    Player Interaction Player plays off of the cards in the environment and interacts with other players through a turn.

Okay, so that’s pretty easy to see where the design comes in because there’s this concept of adding and factoring in mathematical chance and…but wait? Does that mean that every game is designed based on math? In my opinion, great game design is based on a combination of math and logic (as in propositional logic) to keep players focused on that game. Let’s take a look at another less obvious game called the Kingdom of Loathing.

    Player Paris the Fat, a pastamancer (Yes, that was actually my character name.)
    Environment Kingdom of Loathing
    Player Interaction Play is turn-based, where you interact with the environment and the environment mechanically responds based on different actions you take. Player may interact with other players by joining a “group” which offers a *stat benefit.*

Now, with games like these you can see where the design takes a different turn. The focus is on how the player interacts with the environment around her in order to follow the “rules.” This is where it gets confusing. In order to have rules for setting-rich environments, you have to describe those rules. Enter the writing aspect.

Writing Games

Sometimes, people who write games and people who design games are the same people, er…person. (You get what I mean.) When someone writes a game, they are either describing the environment for the player to play in, the type of character the player might play, or the rules. If the rules are established (like they are at larger companies) then it’s the writer’s job to translate those rules into a marketable, attractive setting. The game designer knows what kind of game they want because when done right, the rules are integral to the setting. The Star Wars: Knights of the Old Republic classic is a good example of this because within that game, a writer had to come up with dialog that would influence his (or her) Force rating. The way that a player chose to respond affected his character’s mechanics in game either for better or for worse. Here it takes a great amount of skill to come up with dialog that reflects subtleties of meaning — either positive, neutral, or negative — and not every game designer has that skill. Unfortunately, not every writer can design games either. Within the industry, rules can often get outdated as designers often try to remain current with different styles of play.

Besides dialog in video games, tabletop games often run the gamut of writing skills requiring technical, fiction, and nonfiction styles in order to put all the pieces together. The skills that game “writers” require are often different, because if a game designer is building the foundation or the structure of the game, the writing fills in the bricks, furniture, windows, and other elements necessary to what the game is supposed to be about. Game writers will often familiarize themselves with a game’s rules and setting in order to successfully contribute to a project; game designers will often do the same thing, but from their perspective. Sometimes, a game writer will be able to flesh out the setting like I typically do; other times, creative teams that include artists and other folk will map a game’s scenes out through storyboards while the game is being developed.

Hope that helps clear up the difference between the two. Keep in mind that the roles people have within the gaming industry varies depending upon the size of the company. This is true for any business, but especially true in this energetic, creative field. Happy gaming!

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