I attended PAX Prime 2015 this past weekend with a friend, and ended up going to two talks.
Ask a Dungeon Master
Chris Perkins
- Dungeon Masters are unique.
- Gary Gygax
- Had the players declare a “caller”, who was the only person to talk to the DM, who sat in an adjacent room.
- Learn first by emulating existing DMs and running existing campaigns.
- In older modules, location is key. In “modern” DMing, characters and politics are key.
- The older modules are often named after the location, “crypt of the…”
- Chris learned a lot from a few TV shows
- Star Trek: The Next Generation
- Character-Driven story
- Focus on teamwork and character development
- Episodic content with a repeating cast
- Some episodes are standalone, while others feed a larger arc
- In a serialized story, each character has an arc and needs to grow
- Don’t introduce characters and then not allow them to shine for at least a moment
- Give everyone a journey
- Characters:
- We know nothing about them
- Choices are made
- Shit happens
- Now we know a lot about them
- (They might not make it to that final step)
- West Wing
- Q: How did Aaron Sorkin make politics so interesting?
- A: Have three or four things going on at the same time
- Make it overwhelming so that the characters must make choices
- Give quests with political importance
- If one conflict gets boring, make sure there are others at the same time to fall back on
- Q: How did Aaron Sorkin make politics so interesting?
- Buffy
- (No notes?)
- Star Trek: The Next Generation
- Storytelling is the art of using narrative to elicit an emotional response
- PCs get attached to things. NPCs, Locations, Items.
- But they can only get attached if those things have personality
- PCs get attached to things. NPCs, Locations, Items.
- Let characters make “real” choices and deal with the consequences
- DMing is challenging as storytelling because it is performed LIVE
- Constantly Improvising
- (Here, Chris plugs Acquisitions, Inc.)
- There are no (or, very few) takebacks in DMing
- Remember what NPCs sound like!
- Chris’ evolution of a DM:
- Run published campaigns
- Write your own campaigns
- Improvise everything
- This takes practice!
- Good DMs…
- Have fun!
- Don’t over-prepare
- Roll with the punches
- Don’t fret about the rules
- When in doubt, just say yes!
- If everyone dies, call it a night
- Death is the beginning of another story
- Tricks
- Hoard Maps
- Use the Three-Story Arc
- (Example)
- The heroes need to find a route out of the underdark
- There are drow kidnapping surface dwellers
- There are spore-infested creatures
- All three of these storylines are happening at the same time, the players bump into them as they move through the dungeon
- (Example)
- Write things as episodes
- Use episodic recaps to remind your players what happened last time, on D&D…
- Chris prepares each session as a one-sheet summary
- What is the basic outline of the episode
- What are all the notable NPCs that the PCs might run into
- What major events will probably happen during this episode?
- There is nothing you can do wrong with NPCs. Give them EMOTION
- Ask the players what they want!
- (It’s their game too!)
- Example Qs:
- Magic Item wish list
- Campaign Knowledge wish list
- Accomplishment wish list
- Use foreshadowing
- The players will try to connect things even if you don’t purposely foreshadow.
- So do it purposely!
- Imagine an actor to play each NPC if you want a handy way to remember
- Traps
- Over-Preparation
- Your PCs will never go where you expect. And if they do, you’re…
- Railroading
- Rules Inconsistency
- Time Travel
- (You think it’s fun, but experienced DM’s know, it’s a recipe for disaster)
- Things players hate
- Don’t do them!
- “Me vs Them” attitude
- Remember, you’re all on the same side – everyone just wants to have fun!
- Over-Preparation
So, You Want to be a Game Writer
Toiya Finley (Schnoodle Media), Qais Fulton (Freelance), Anne Toole (The Write Toole), Bobby Stein (ArenaNet), Tom Abernathy (Massive Entertainment), Leah Miller (Carbine Studios)
- Q: Even if you do understand storytelling, what should you know about game writing?
- Average text length in games is decreasing
- Avg length of text in Wildstar: tweet length (140 char)
- Know the audience and technology. What works in the game?
- These are interactive and nonlinear stories.
- Sequence and Timing go out the window.
- Don’t make your stories linear. Make them player-centric.
- The player cares about “my story”, not “your story”.
- They should have the choice of how to play the character
- “The player’s story will trump whatever heartfelt thing you write [for NPCs]”
- Designers and programmers will do their own thing with your story. You have to deal with their requests. It’s writing in a team setting.
- Know how to communicate with the people who are actually building the game, to keep them in sync
- Average text length in games is decreasing
- Q: Game writing is competitive. How do I get a job?
- “It’s like breaking out of prison. Once you figure out your path, it’s probably not going to work again.”
- Try not to copy existing successes. Make your own.
- Some companies you can start out at the bottom and work your way up to writer over years.
- Many others, you can’t – you have to get hired in at the top
- (Ed note, this is good job advice for any field!)
- Work on your own projects. Have a portfolio that you can show people.
- Have it online.
- (Ed note: I build websites! Contact meeeeeee)
- Make sure it’s recent
- Work consistently
- Have it online.
- Practice your “Story Sense”
- If you want to make your own games, you don’t want to be a writer. You want to be a Creative Director
- Check out text-based game engines
- Twine
- Inform7
- Episode Interactive
- Pen & Paper RPGs
- Play with level editors so that you know what the developers are working with
- “It’s like breaking out of prison. Once you figure out your path, it’s probably not going to work again.”
- Q: Portfolio? What should I showcase?
- BE ENTERTAINING
- Genre diversity!
- Have some horror, action, humor, etc.
- No two employers want the same thing
- Aim for around 2-3k word games for your portfolio pieces
- That said, have lots of different length material. Every company wants something different
- “Short, concentrated awesome”
- Dialogue Samples
- Lore Documents
- Technical game design documents readable by non-writers
- Aim for around 2-3k word games for your portfolio pieces
- Know the types of games the company makes, and tailor your portfolio to them
- Don’t assume the company knows anything about (good) writing
- Copyright theft is real!
- Use watermarked PDFs
- Only post samples
- Protect yourself against plagiarism
- Join the IGDA
- Int’l game devs assoc
- Writers’ interest group
- Facebook group
- Writers’ interest group
- Int’l game devs assoc
- In meeting people, it’s more important to have an interesting conversation, than to “network”
- Make friends, not contacts
- Q: Freelancing v Employment
- It’s good to have at least one staff job on your resume, esp. if you did “the trenches” (crunch, ship)
- Freelancer, you also have to be a salesperson. Always be selling your writing
- Read marketing books, sales books
- You’ll also have to be a collections agent
- Don’t work for free
- You can get consistent work, but it won’t be consistent money
- Don’t be afraid to fire bad clients
- Make “work for hire” agreements
- DON’T TURN OVER THE RIGHTS TO THE WORK UNTIL YOU’VE BEEN PAID
- Full Time:
- Benefits!
- Work at an office (external motivation)
- Structure!
- But: They own you
- Be aware of your self
- Better mentorship opportunities
- Get pushed into weird projects (which is great for experience!)
- At a smaller place, you can make things happen!
- Just talk to the CEO
- When you work on staff through crunch, you become really good friends (which turn into really good contacts after you leave)
- If you work at a large company, make sure you make friends with people outside your small team. You have an opportunity to get a large network. Use it!
- Remember that personal work done at work (Even if not on the clock) belongs to them. They own it. Be careful about how/when you work on personal projects.
- Or, just pitch your ideas to them and see them get made!
- Know your rights
- Q: How do I write?
- Write!
- Just write. Don’t be attached to your writing.
- FEAR OF BEING YELLED AT > FEAR OF WRITING POORLY
- Work back and forth with the developers and designers
- Write shitty first drafts
- You’ll have time to revise
- You’ll have people to get feedback from
- Be prepared for blunt feedback and people who don’t understand your intent
- Be prepared to admit failure, but have some confidence, Know your strengths and weaknesses.
- When you’re working on a game, everyone is on your side. (They all want the game to be good!)
- Be prepared to throw everything out and start over
- In games, don’t tell, don’t show, do.
- Let the players learn organically through the environment, instead of trying to cram instructions into words.
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