THE ESSAYS ON GAME (and WORLD) DESIGN

ESSAYS ON GAME AND WORLD DESIGN

I had originally intended to write and post all of these essays in the order listed below. But life, hurricanes, a heath problem with my child, work, seminars, my novels, start-up ventures, college (my children going to and entering college), and attempting to get my work published interfered with that intention.

Nevertheless, on the weekends, I have been working on these essays, poco-a-poco, and most are already finished though not yet posted or published. I’m working on that though.

Most of these essays deal with fantasy gaming, role playing in general, and even specifically with Dungeons and Dragons and those types of games.

My overall ambition in writing these essays is to give the game designer, the game master (or DM/GM), and even the player a basic (and hopefully very beneficial) philosophical and design basis for the construction of their own backgrounds, characters, milieus, worlds, and works (from a gaming and design point of view, of course).

However I believe that many of these principles can also be easily and readily applied to the creation of fictional worlds and systems for genre writers of fantasy, science-fiction, horror, and pulp type works. Therefore these essays can also be looked upon as providing the philosophical and structural basis for fictional world design as well.

At present my total number of Essays on Game Design stands at seventeen (17), with most of these having already been written and the rest already sketched out. However this number may very well increase over time. Actually I expect it to, and eventually I expect to collect and publish all of these essays in a book on Game and World Design.

ESSAYS ON GAME DESIGN

INDEX:

Essay One: Crawling into Oblivion

Essay Two: To Hell With Balance

Essay Three: Where Has All the Magic Gone?

Essay Four: The Heroic Impulse – Where Have All the Heroes Gone?

Essay Five: The Tomb of Myth

Essay Six: Why the World Exists

Essay Seven: Why the Game Exists

Essay Eight: What is Modern Fantasy Anyway?

Essay Nine: Where Has All the History Gone? On Heirlooms, Legacies, and Inheritances

Essay Ten: U Plus (U+)

Essay Eleven: Luck Be Not Lazy

Essay Twelve: The Blood of Uncanny Monsters: Parts One and Two

Essay Thirteen: Scientifica Magica

Essay Fourteen: The Ability Hoard

Essay Fifteen: The Interactive Essay

Essay Sixteen: Where Have All the High Homes Gone: The Heröon, the Hometown, and the Mansion or Fortified Keep?

Essay Seventeen: Where Have All the Liturgists Gone?

THE YEAR OF CHARACTER

THE YEAR OF CHARACTER

I’m sitting here tonight (last night actually) working on the major characters that will be a part of my fictional book and novel series. I’ve spent much of the past week doing the same.

One invaluable thing I learned from James Patterson’s Master Class on commercial fiction is the importance of ongoing, serialized characters that others adore. I’ve known this intellectually for a long time based on my own reading history both as a youth and throughout my life (John Carter, Tarzan, Spock, Jesse Stone, Sherlock Holmes, Doc Savage, Batman, etc.) but looking back on my fiction writings I’ve realized that it hasn’t really sunken in until now. It had sunken into my mind long ago, but not into my soul. Not until now however. But now, finally, I am fully getting it.

I’ve always been a “Story-First” kind of guy and looking back upon it all I suspect I very much now know why. I was trained and self-trained to write stories through D&D (Dungeons and Dragons) and through game writing in general and D&D was indeed the very most excellent practice and training for story-development. But because I so rarely played and was almost always the DM or GM (Dungeon or Game Master) and was always the one creating worlds and writing the stories I never concentrated much at all upon “Character Development.”

That is to say I always let my players develop and run their characters with as little possible interference from me as I could ever get away with. Therefore almost all character development was in their hands and I become STORY AND PLOT AND WORLD FIRST and in many senses, I just habitually adopted the idea of STORY ONLY. Character-Work was for them, I was the World Man.

Not that I couldn’t write or develop characters, I did have several characters of my own I played and I developed some very complex Non-Player Characters (NPCs) but that kind of thing happened rather rarely compared to my World Building and plot and background elements development and so Character Development became a secondary and almost a background issue to me as a fiction writer and story teller. I realize now that I have for most of my life had this sort of subconscious psychological habit of developing stories in complex detail but sort of letting Character Development handle itself in a laissez-faire fashion when I did not outright ignore the issue.

But now that I realize this fault and oversight in my own writings, and the way I go about writing, I have decided that for me this will be the Year of the Characters. This year Characters and Serialized Characters become equally important to me as Story and Plot and World Building.

This is to be my Year of Character, and the genesis of the development of the Great Characters of my Fiction Writing Career.

This year I build Men and Characters and not just Worlds.