Showing posts with label Writing. Show all posts
Showing posts with label Writing. Show all posts

Monday, September 11, 2017

Review: How To Write Adventure Modules That Don’t Suck by Goodman Games


Product: How To Write Adventure Modules That Don’t Suck
Publisher: Goodman Games
People: Chris Doyle, Mike Ferguson, Joseph Goodman, Ken Hart, Andrew Hind, Brendan LaSalle, Rick Maffei, Adrian Pommier, and Jeremy Simmons
Price: Printed Edition $29.99, PDF $6.99

Birthed from a series of Gen Con seminars beginning in 2007, How To Write Adventure Modules That Don’t Suck is a series of essays from nine different writers providing an industry view of how to not suck when writing adventures.

According to Joseph Goodman, owner of Goodman Games, the purpose of the book is to "provide tips to improve your adventure-writing skills. We hope you benefit from improved home games and perhaps drive some quality submissions in our direction."

We'll break the review down by essay, trying to give you a feel for the product as a whole. We've included author biographies from the essays as well.

Wednesday, November 6, 2013

New Free Novella - World of Grey

Writing is a passion I discovered later in life. To pursue it, I had mountains to climb. I grew up in East Texas where proper spelling and grammar are considered uppity. Gaming was another. This may seem odd but the built-in need to create was mostly satisfied by regular gaming sessions. I didn't 'need' to write.

That changed as my gaming time faded. I needed to create something, anything, that people could enjoy. I've always considered myself a good storyteller. Why wouldn't that work for writing?

Well, there's a world of difference between expressing something orally where your companions and die rolls help shape the story and sitting down to create something new. The problem isn't turning an amusing phrase or developing interesting characters. The problem is in holding the reader's attention for a novel-length production.

So what started as a hobby with some short stories and essays has turned into a time-consuming hobby as I study storycraft in hopes of attracting a reader base. I have another blog devoted to the subject over at rkathey.com and I've release two novellas - The New Moon Murders and World of Grey.

My stories are still very Gamey, meaning you can usually pick the Savage Worlds edges and hindrances within each character. But I think the stories are fun and members of my gaming groups seem to enjoy them. I would ask that you give them a try.

Until December 1st, readers of this blog can download World of Grey from Smashwords.com by navigating to https://www.smashwords.com/books/view/372128 and entering the following coupon code at checkout: RS28M

If you enjoy the novella, please take the time to go to Smashwords, Goodreads, Amazon, or other review sites and share you thoughts. Breaking in as an indie author is difficult. Any help would be appreciated.

Thanks in advance,
R K Athey aka The Savage Troll

Tuesday, October 15, 2013

The Future of Storytelling Free Online Course

This came across the social streams the other day. It's an online course on the future of storytelling. I've decided to enroll to improve my RPG scenarios and writing.



Together with a whole network of media researchers, creators and students we will:
- learn storytelling basics such as antagonist/protagonist relationships, narrative/narrated time, ...
- have a look at exciting current media projects
- analyze how they are designed and executed based on aforementioned basics
- and discuss how (and if) new online tools and formats change the way stories are told and perceived.

The 8-chapter course starts on October 25th, 2013 and ends on December 20th, 2013.

It will offer weekly video material, lessons, interviews and tasks on the following topics (not necessarily in this order):
- storytelling basics
- serial formats (on the TV, web and beyond)
- storytelling in role-playing games
- interactive storytelling in video games
- transmedia storytelling
- alternate-reality gaming
- augmented reality and location-based storytelling
- the role of tools, interfaces and information architectures in current storytelling.

For more information, check out the enrollment link.

I'll see you there.

Saturday, August 10, 2013

Space City Con - Jim Butcher's Writing Class

Jim Butcher is probably best known for his long-running series The Dresden Files, which has been adapted into both a TV series and a RPG. He's an author that has a story similar to my own except for the part where he found a Big Boy Publisher to buy his books. His About Page at http://www.jim-butcher.com/ is well worth the read as his is live journal page where he dispenses writing advice.

At Space City Con, Jim was kind enough to give two separate two-hour classes for aspiring authors and fans. In the first class, titled "Blowing Things Up...", Jim described how to create a scene. The second class, "...And Making People Care About It," discuss sequels.

I do a thorough writeup on the sessions over on my writing blog, Hard Lessons. Here I'll hit the highlights. Note that the instructions here also pertain to gaming, particularly scene construction.

Storytelling

Storytelling is the act of manipulating people's emotions. The deeper the emotion, the more powerful the story. If you disagree, think of the movies you've enjoyed or the books you've loved. If you're honest, you'll realize the stories that affected you most were the ones you enjoyed the most.

Your characters, or players in the case of gaming, exist to be abused and denied until the climax of the story. Do not go easy on them. Their conflict is what drives the story forward. 

Language is the plumbing used to to get your reader or player from one conflict to the next. Use it well and the words will disappear as the reader or player will enter the story. Use it poorly and it becomes a stumbling block. Short words and clipped dialog work best.

Scenes 

Scenes are about conflict. They work on stimulus-response. Don't get these out of order. 

There are four outcomes to scenes and it is the answer to the character's goal.
  1. Yes - the character gets what they want. BORING
  2. Yes but - the character gets what they want but there are consequences.
  3. No - the character is denied and must set a new goal
  4. No and Furthermore - not only is the character denied but more misery is piled on.

Villains

A good villain thinks they are the hero. Darth Vader believed he was bringing order to the Galaxy. They get more Yeses out of scenes until the climax. A good writer or GM tortures the villains as much as the hero. 

Where to Start

Start the story or the game where the first meaningful action occurs that starts the story. As an example, the first Dresden Files book starts with Harry getting a call from Murphy and deciding to take the case. Adventures work much the same way. Start the adventures where the status quo is upset and the characters decided/need to do something. 

More Reading

The second class dealt with Sequels, the part of your story that follows a Scene. In gaming, the Sequel is up to your gamers. In a story, you get to sort it all out. You can find a more detailed version of this post as well as my notes from the second class over on Hard Lessons - The Writing Blog of R K Athey.

Sunday, December 2, 2012

NaNoWriMo 2012


Another November has come to a close and I have another novel written. For the second straight year I participated in National Novel Writing Month, an opportunity to write 50,000 words in 30 days. I'm proud to report I was able to finish my third Thomas Gunn story during November.