Inspiration

— October 25, 2013 (5 comments)

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My Boys' First RPG

— October 23, 2013 (6 comments)
I've been wanting to try my boys out on an RPG for a while now, but I wasn't really sure how. I'd given away a lot of my sourcebooks, so all I had left was the d20 SRD which, while great, wasn't quite what I wanted.

Then I got this fancy schmancy Numenera corebook in the mail. This system is what I wanted: simple, flexible, and with a heck of a lot of leeway for a GM who wasn't sure how well his players would get things. But the Ninth World can be kinda . . . creepy, at least for 6- and 7-year-olds. I wanted something they could be excited about.

"Why don't you just make something up?" said my wife, ever supportive of even my geekliest dilemmas.

"Are you kidding?" I said. "Do you know how much work that would take? Even if I adapted what I have, I'd still have to make up a bunch of equipment and powers. Though the types would be pretty easy to adapt, I guess. Most of the esoteries are basically Force powers anyway. And the descriptors work okay. . ."

And then I couldn't stop thinking about it.

The next couple of days looked like this:







Now all I have to do is figure out the rules for lightsabers before they earn theirs. . .

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Loving What You Write

— October 15, 2013 (9 comments)
I've had a hard time writing lately. Oh don't worry, there's still a novel on sub, and another novel ready to go after that one. This page is still up to date (wait, is it up to date? . . . Yes, now it's up to date).

What's been hard is writing something new. Part of that has been RPG crafting systems and dialogue design (who knew two full-time jobs would be so much work, am I right?). Part of it is in that first paragraph: I'm on sub, have another ready to go, and my brain is saying, "Why are you writing more?"

BUT I've figured out something that makes it hard to write no matter how many jobs or kids I have: I'm bored of the book.

It sucks, I know, but it has two very easy fixes:
  1. Find what you love about the book (you did love something, right?) and do that.
  2. If all you're left with is things you don't love, fix them until you do.
For me, that played out in a few ways.

I read ahead in my outline until I hit a scene I was excited about. Once I remembered the cool thing I was working toward, it gave me motivation and ideas for how to get there. SO much better than thinking, "Okay, now I have to write a scene where he goes to school again . . ."

(Obviously if you're Zuko-ing it, you won't have an outline, but you have notes, right? Ideas? You can at least think ahead even if you can't read ahead).

World-building. You may know I love me some world-building. A lot of times when I'm bored it's because the world is boring. So I fix that and add something cool. Like mechs or displacer beasts.

I made up some slang. This is part of world-building, but it's become such a fundamental part of my process (and it was such a fundamental part of me getting unstuck today) that it deserves its own paragraph. I HEART SLANG. I came up with six new words and a system unique to this world for just a couple of pages (which, for you math-minded, means that about 1% of the words on those pages are completely made up).

If those don't work for you, then maybe it's the characters, maybe you need to know what they want or fear. Maybe you need to talk to yourself about the story a while, or maybe you just need to get out.

The important thing is that if you're bored with the story, your readers probably will be too. Find what you love and fill the story with that.

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Fact: NYC Has an Airship Dock

— August 30, 2013 (11 comments)
A friend of mine visited New York City recently and sent me this very important information along with photo evidence.
"The top section of the Empire State Building, including the spire, was actually designed  to allow dirigibles to dock at the building and passengers to disembark at the top. The interior of the spire has a massive winch installed where a drag line from the blimp could be attached and reeled in, then a small walkway would be extended to the bridge of the ship."
Click to enlarge
 Apparently the only reason it was never used was due to high wind speeds at that height.

Click to enlarge
Such a freaking shame. We were just a few gusts away from a steampunk utopia.

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"Do you credit a Most High God?"

— August 08, 2013 (15 comments)
John Scalzi recently described himself as "an agnostic of the 'I'm almost certain God does not exist, but intellectual honesty requires me to admit I just don’t know' stripe." That's a belief I have a lot of respect for.

I'm both similar and opposite (yes, I can be both). I'm certain God exists and cares for us, but intellectual honesty requires me to admit I could be wrong.

I said I have a lot of respect for beliefs like Scalzi's, and that's because there isn't proof of a God -- not in the way we want there to be. If there were, the internet would have a lot less to argue about. And so of course I struggle with my own belief.

I'm certain God exists; I wouldn't be out here, doing what I'm doing, if I thought He didn't -- I'm just not that good. But why am I so certain? That's harder to quantify, and certainly I can't do it in a way that would irrefutably convince an atheist I am right.

But I don't believe blindly. As I said, I struggle constantly. I question why I believe what I do, and why others believe what they do. I question every word I teach my kids, refusing to teach the Sunday School lessons I was given unless I believe them myself. I frequently answer their questions with, "I don't know." I teach them what other people believe. Most importantly, I teach them that I won't ever make them follow God, that they have to make that choice for themselves.

To the point of this post, sci-fi/fantasy is usually so unabashedly atheistic, that I am always surprised -- quite pleasantly -- when it speaks directly to my own heart struggles. The passage below is from SFWA Grand Master Gene Wolfe's The Wizard. Sir Able, the narrator, is a knight more noble than any I have ever read about, who wrestles daily with what it means to be good and honorable. The sister of the king meets him in secret on an unrelated matter, but during the conversation, she asks him if he believes in God.

I'm sure it won't hit you the way it hit me, but I have to share it anyway, because I see a lot of truth in Sir Able's answer:

"Do you credit a Most High God?"

The question caught me by surprise. I said, "Why of course," stammering like the boy I pretended not to be.

"I do and don't." She smiled, and the smile became her laugh. It was music, but I never ached to hear it again as I did Disiri's. Even then, I thought her less than human, and that laugh was at the root of my opinion.

"I don't and I do." She cocked her head like a bird.

I bowed again. "Just so, My Lady. We can think only of creatures, of things He's made. Creatures are all we know, and can be all we know until we know Him. When we think of Him like that, we find we can't believe. He can't be like a creature any more than a carpenter is like a table."

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Writing Game Dialogue

— July 17, 2013 (12 comments)
A lot of you know I'm a multiclassed programmer/writer. Before I drafted four novels and got an agent, I had a Computer Science degree, scripted for Planescape: Torment, and completed a few dozen Project Euler problems (until they got too hard). Unfortunately, since I've been more focused on writing, my levels in programming have gone largely unused.

Until now. It turns out game dialogue is the perfect job for my class combination. It's nowhere near as complicated as writing a program to solve Sudoku, but it's got all the puzzle-solving aspects of programming that I love.

And it's not as hard as it sounds. Here, I'll show you.

Typical dialogue in a novel goes something like this (excerpt from Post-Apoc Ninjas):

     "Tell me who you really are," the Marshal said.
     Here we go. The Marshal had already guessed much. Kai would have to be careful. "As I said, I grew up among mercenaries in Rivaday, though the mercenaries themselves were from all over."
     "Ah, so the story changes. How much did my grandson pay you, then?"
     "Pay me?"
     "In reward. Surely a mercenary would not rescue the Lord of Gintzu and take nothing in return."
     Kai hesitated. Marshal Aryenu was much sharper than his appearance made it seem. It felt very much like talking to Domino. Better to turn the questions on him. "How much of what Lord Domino told me was true?"
     "Your reward, mercenary?"
     Both sharper and more stubborn than his grandson. "Two thousand."

     "A lie. The boy doesn't pay anyone he doesn't have to."

Game dialogue is not so different from this, at least for a game like Torment. Prose-wise, there are only a few changes:
  • Dialogue tags ("the Marshal said") are rarely necessary, since the character speaking is usually indicated on the game screen.
  • The Player Character's thoughts (in this example, our PC is Kai) are not tied to the PC's lines, if they're included at all; sometimes all information is conveyed through dialogue or item description instead.
  • PC lines are typically very brief. (In some games, you don't even get a line, just a motive or emotion that the game designers interpret for you).
  • Any description is written in present tense and second person (though I suppose it doesn't have to be).
So a more Tormenty version would look like this (speaker tags added for clarity):

Marshal: "Tell me who you really are."
PC: "As I said, I grew up among mercenaries in Rivaday."
Marshal: "Ah, so the story changes. How much did my grandson pay you, then?"
PC: "Pay me?"
Marshal: "In reward. Surely a mercenary would not rescue the Lord of Gintzu and take nothing in return." He examines you carefully. Suddenly, he seems much sharper than his appearance first suggested.
PC: "How much of what Lord Domino told me was true?"
Marshal: "Your reward, mercenary?"
PC: "Two thousand."
 
Marshal: "A lie. The boy doesn't pay anyone he doesn't have to."

Those differences are primarily cosmetic. The real difference, and the most fun, is that game dialogues allow the player to choose what they say.

Marshal: "Tell me who you really are."

1)
[Lie] "As I said, I grew up among mercenaries in Rivaday." 
2) "I'm a ninja."
3) "How much of what Lord Domino told me was true?"
4) Attack the Marshal.

Each one of those choices goes to a different branch of dialogue (or exits dialogue and starts combat, in the case of the last one). It's pretty much exactly like a Choose Your Own Adventure novel combined with a combat mini-game.

But a game should be better than that, no? We can respond, not just to what the player chooses to say, but to their other choices as well -- things they've done in the past, how they've customized their character, who they choose to travel with, etc. We call this reactivity.

Marshal: "Tell me who you really are."

1)
[Lie] "As I said, I grew up among mercenaries in Rivaday." 
2) "I'm a ninja."
3) "How much of what Lord Domino told me was true?"
4) Attack him.
5) (If the PC betrayed his clan) "I'm a ninja, and a fugitive from my clan."
6) (If the PC killed the guards outside the keep) "I'm the guy who killed your guards."  
7) (If the player took the Read Minds ability) Try to read his mind.

And then each of those responses might have reactivity as well. The lie in (1) might succeed if you have a high deception skill, for example. What you learn from (7) might change depending on your level in the ability.

What you end up with is a branching, interlinking dialogue tree, hopefully one that is every bit as interesting for the player to navigate as combat or exploration.


It might seem overwhelming, but really such a thing evolves gradually as you write each line and think about what the player might want to say in reply. In fact, it's difficult NOT to write a huge, unwieldy conversation tree. For me, that's half the fun: trying to figure out how to guide the player to all the information I want them to get, without forcing them.

Here, if you want to play with a free, online example, try this online game where you play a dragon. But, um, don't blame me for any productivity loss.

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So You Launched a Kickstarter Campaign

— June 14, 2013 (5 comments)

ARE YOU CRAZY? WHAT DID YOU DO THAT FOR?!

Kidding.

So, you know you're ready for Kickstarter, and you've put your entire pitch together. What can you expect from the campaign itself?

THE LIFE OF A KICKSTARTER CAMPAIGN
Most Kickstarter campaigns follow the same general trend:
  1. A large amount of pledges on the first day.
  2. A quick drop-off of pledges over the next couple of days.
  3. A long "lull" where the amount of pledges per day is about the same.
  4. A spike of incoming pledges on the last two or three days.
From this, I can tell you a few things.

First, don't freak out during the lull. It's perfectly normal, and there's nothing you can do about it (almost nothing; see below). Instead, interact with your backers and continue your non-spammy publicity (again, see below).

Make the first day of your campaign count. A lot of projects, even major ones asking for millions of dollars, like to throw their project up one day and surprise everybody. Mostly, this doesn't go like everybody thinks it will.

A better idea is to float the idea of a Kickstarter to your existing network (you do have one, right?). These are your core fanbase and your early backers. By telling them what's going to happen ahead of time, not only do you make sure that some people show up on that first day, but you can also get a sense of whether your Kickstarter is even a good idea. Are they excited about it? Worried? Do they have ideas for rewards you can offer? You can learn a lot from your core fans, so don't hesitate to include them on the idea.

Prepare for the last days. You'll have spent the lull interacting with the core backers who hang around the Kickstarter page, but on that last day you'll see an influx both of people who haven't been to the page in a while and who have never heard of your project at all. Make sure the information on your front page is still clear to someone who knows nothing about your project or stretch goals. Make sure your updates are inclusive.

THE LULL
Every Kickstarter campaign has a lull. It's perfectly normal, but your backers might not feel so. You can educate them on the basic life of a Kickstarter, but there are other, better things you can do to make them feel like the campaign is still moving.

Interact with, and listen to, your backers. I cannot stress this part enough: people want to feel like they're making a difference. If people suggest good ideas -- stretch goals, rewards, ways to improve the product -- take them, run with them, and don't forget to credit the people who submitted them.

Also answer their questions or just hang out with them in the comment threads. People are much more likely to invest in a person than a project, so make yourself real and personable to them.

Make stretch goals. Now, stretch goals are not appropriate for every project, but if they make sense for yours, then do them. In fact, plan them even before you launch (you never know when you might, you know, break the fastest to a million dollars record). They won't break the lull (more on that in the next section), but they'll give your core backers things to watch and root for.

Some of them might even plunk down more money just to meet a stretch goal.

BREAKING THE LULL
There is very, very, very little you can do to break the pattern of the Kickstarter lull. For the most part, there are only three things that can give you a spike in the middle of your campaign:
  1. Get to within a few percent of your funding goal. If you look at the pledging stats for other projects, you will notice that almost every single one has a spike of new pledges and new backers on the day they met their goal. Once again: people want to feel like they're making a difference.
  2. Get publicity to an audience that hasn't heard the news yet. This is about marketing. By the middle of your campaign, your core fanbase knows about the project. Their friends have heard about it. Is there anyone else in your target audience who might not have? Find them. Find the forum or news sites they hang out at, and tell them too. (But DON'T SPAM. Spamming only reaches the same audience repeatedly, thus annoying them. Even well-intentioned fans can be guilty, so be careful.)
  3. Make an announcement that changes the nature of the project (in a good way). For example, say you launched a Kickstarter to get internal illustrations for your book. Halfway through the campaign, you announce that Tony DiTerlizzi(!) has agreed to do the illustrations. Whether it's a newly revealed stretch goal or not, this sort of announcement can give you a huge spike in pledges once people hear about it.
Don't freak out if these spikes don't create a new level of daily pledges. Very likely, the pledges will jump up for a day or two then go back to the normal lull. But that's okay. You've created excitement, given your core backers something to talk about, and made just that much more money. And that ain't bad.

Hopefully this little mini-series (written while my novella is in the hands of the most awesome critique partners in the world) will help you, should you ever decide to Kickstart a novel. Or anything, really. You can't predict everything, but neither is it all completely random. Let me know if you have any more questions.

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