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MeeraBarry
Meera Barry

Sat

Aug 11
2001

05:05Z

Breaking out of Game Fiction

	I hate reading game-related fiction.  There are about
	three authors, total, who write game-related fiction
	that I can stomach.

	I'm not naming names.

	I'm fairly well known for some of my game fiction.  This
	is horribly shameful and I whip myself regularly for it.
	[Erm.  Let's not go there.]

	What I'm actually asking is, "Are there resources for
	breaking out of game fiction and writing actual, good,
	readable fiction?"

	Besides Ye Olde Average Writer's Group, of course.  I
	have a lot of good links, but none of them seem to prepare
	for the fact that as a GM I can write 30 pages a day, but
	it's all game-related.  I think I could focus that energy
	into something else (like readable rpg.net columns [grin])
	with a little guidance.

	Any thoughts?

\\ Mb \\


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BrianKoppi
Brian Koppi

Sat

Aug 11
2001

06:26Z

Breaking out of Game Fiction

At 12:05 AM -0500 8/11/01, Meera Barry wrote:
>	What I'm actually asking is, "Are there resources for
>	breaking out of game fiction and writing actual, good,
>	readable fiction?"

Sounds like you need to dispose of your known conventions and adopt a 
new set of archetypes. I'd suggest writing some short stories in 
genres you haven't explored before. I agree that the 
fantasy/adventure genre is typically very stale and repetitive, 
although I don't believe it has to be. Try some contemporary tales of 
"coming of age," "tragedy," or "romance." Then translate these to 
your genre of choice. A good story with good characters should work 
in any genre or period.

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DebAtwood
Deb Atwood

Sun

Aug 12
2001

14:41Z

Breaking out of Game Fiction

At 12:05 AM 8/11/2001 -0500, Meera Barry wrote:
>         I hate reading game-related fiction.  There are about
>         three authors, total, who write game-related fiction
>         that I can stomach.
>
>         I'm not naming names.
>
>         I'm fairly well known for some of my game fiction.  This
>         is horribly shameful and I whip myself regularly for it.
>         [Erm.  Let's not go there.]
>
>         What I'm actually asking is, "Are there resources for
>         breaking out of game fiction and writing actual, good,
>         readable fiction?"
>
>         Besides Ye Olde Average Writer's Group, of course.  I
>         have a lot of good links, but none of them seem to prepare
>         for the fact that as a GM I can write 30 pages a day, but
>         it's all game-related.  I think I could focus that energy
>         into something else (like readable rpg.net columns [grin])
>         with a little guidance.
>
>         Any thoughts?

I have advice, but not from a resource standpoint... more from an 
experience standpoint.  I've considered myself a writer a lot longer than 
I've been a gamer.  And I took a lot of heat (in a very caring sort of "are 
you every going to write anything else?" sort of way once I discovered game 
fiction and spent too much of my time writing that and not concentrating on 
my own short stories and novels.

And I admit, its still a problem with me.  I've found that GMing and 
playing both take up so much of my creative resources that the biggest 
problem is that there isn't that much left over.  Its not a question of not 
knowing what to do but that rather, my brain's busy doing other 
things.  Because basically, the rules are the same as for gaming.  You find 
something that inspires me, you do a what if in your head, and you follow 
it, and write it.  You still have to create worlds and the rules that those 
worlds are true to... so that your people have a place to live.

However, I've found my own way around it.

If gaming inspires you, then use that.  But first figure out the difference 
between game related fiction and *gaming* fiction (my own 
terminology).  For me, gaming fiction explores the game itself, and the 
gaming of the plot.  But game related fiction is fiction that is inspired 
by the game, but overall, actually isn't *about* the game.  Its about the 
character, and about something else outside of the game.  Something that 
can be so far divorced from the game that the average reader isn't going to 
be able to even realize that the character was born from something you may 
well have played every week for a year.  *smiles*

Gaming for me has created people in my head who have lives, and who have 
become very "real".  They will always be a source of inspiration, and they 
will always have things about them that aren't a part of the game they came 
from.  That are their own stories.  And don't test these stories on your 
friends who know the game and would recognize the character.  Test them on 
someone who isn't a part of it and see if they just like the story of it.

There are others out there who can probably give far more advice than I can 
on the writing of fiction.  About outlining, and planning, and especially 
some books to recommend (my references are all upstairs right now, 
unfortunately, and I know there's a new one out I haven't bought yet).  But 
my biggest recommendation is not to give up the things that inspire 
you.  Find ways to take the game out of the fiction, and make it into a 
story instead.  But still use it to explore.

My babbling two cents...

D. (who now suddenly has this strange urge to write)

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MichaelOrton
Michael Orton

Sat

Aug 18
2001

17:15Z

Breaking out of Game Fiction

Well, if you hate reading game related fiction, why do you read it?

I like game related fiction.

At this point I would have inserted a link to a site where some of my
favourite g.r.f. is posted, but I've forgotten the link and it was on a now
defunct disk.

However, I accept that g.r.f. is probably of interest to a very limited
audience.   The site I like is about a campaign I'm in.   The fiction is
written by other players.   I would say that there is nothing wrong with
this and if other folk like it then fine, but it was written for our own
pleasure.

If someone has an ability to write 30 pages a day of campaign related stuff
that might be all very well, but who is going to read it?   Most players in
my group don't want the GM to supply too much background materiel, they want
to do the relevant bits themselves - hence the stories.


If it is good stuff then maybe a wider audience can be found.   Maybe
non-players would like to read it?

Maybe the energy could be focused into something else, but my instinctive
reaction is that when I have a story in my fingers nothing else is going to
come out of them until the story is on file.   It may be a crap story, but
it has to be typed before I can focus on anything else.   If your story can
wait to come out then it's not really ripe in your mind yet.   Leave it on
the back burner and do something else.   Anything else!

Rgds,
Michael.

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MeeraBarry
Meera Barry

Tue

Aug 21
2001

07:10Z

Breaking out of Game Fiction

On Sat, 18 Aug 2001, Michael Orton wrote:

> Well, if you hate reading game related fiction, why do you read it?

	Sometimes I don't know until I get to page twenty, and then
	I try to still give an author a "chance."  

	Also, I'm an Amber GM.  One of the legitimate ways to 
	build characters up is by producing game fiction, within the
	system.  While I could certainly suggest that it's not
	available for my game, I like to think I might find a
	fourth or fifth author I can read.  

	Just as long as it's not poetry. [grin]

> If someone has an ability to write 30 pages a day of campaign related stuff
> that might be all very well, but who is going to read it? 

	Without condemning certain authors by name, there is a good
	deal of "published" game fiction I occasionally run across.

> reaction is that when I have a story in my fingers nothing else is going to
> come out of them until the story is on file.   
	
	I was reading the reaction of a friend to, "What would I be
	producing if I wasn't gaming?" and his response fit fairly
	well some of my quandry: Where is the muse?

	The games inspire me; I get feedback quickly on what's working,
	and I'm not entirely in control.  Could I be confident
	(rather, "disciplined") enough to write without that?

	I'm still thinking...

\\ Mb \\
mabarry@xpert.net

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KarenCravens
Karen Cravens

Sun

Aug 19
2001

00:51Z

Breaking out of Game Fiction

On 11 Aug 2001, at 0:05, Meera Barry wrote:

> 	I hate reading game-related fiction.  There are about
> 	three authors, total, who write game-related fiction
> 	that I can stomach.

Is that because it's game-related fiction, or just because it's 
unedited and Sturgeon's Law is kicking in?

-- 
Karen J. Cravens (silver@phoenyx.net)
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MeeraBarry
Meera Barry

Tue

Aug 21
2001

07:13Z

Breaking out of Game Fiction

> On 11 Aug 2001, at 0:05, Meera Barry wrote:
> 
> > 	I hate reading game-related fiction. 

> Is that because it's game-related fiction, or just because it's 
> unedited and Sturgeon's Law is kicking in?

	A little of the former, a lot of the latter.

	I'm finding recently that my writing style is really
	well suited to the "blog" format.  Mini-essays without
	the need for a full article-format.  It could be my 
	lifestyle currently (if it's not quick, I can't do it)
	or I may have found my muse of medium.

\\ Mb \\
http://mabarry.kdmcs.com/amber/tests/glitglam/gmnote.html
is my "current project" there...

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KarenCravens
Karen Cravens

Sun

Aug 26
2001

03:49Z

Breaking out of Game Fiction

On 21 Aug 2001, at 2:13, Meera Barry wrote:

> 	I'm finding recently that my writing style is really
> 	well suited to the "blog" format.  Mini-essays without
> 	the need for a full article-format.  It could be my 
> 	lifestyle currently (if it's not quick, I can't do it)
> 	or I may have found my muse of medium.

My problem with writing gamefic, or fiction in general, is that I'm 
just not any good at plotting.  What's fun to play through as a 
player isn't necessarily fun to read about after the fact.

-- 
Karen J. Cravens (silver@phoenyx.net)
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AenauGhtie
A. E. Naughtie

Mon

Aug 27
2001

19:41Z

Breaking out of Game Fiction

>My problem with writing gamefic, or fiction in general, is that I'm
>just not any good at plotting.  What's fun to play through as a
>player isn't necessarily fun to read about after the fact.

I find
(generally true)

plot follows dialogue.

If I can get into a good dialogue
and take control
(even as a player)

I can find things that stimulate "plot."

I can't capture
(necessarily)
the energy of
waiting for "that one die roll"
or "the hilarity of the moment"
but I can
(remembering my classics or other inspiring works)
learn how to make it a dramatic moment.

I do alot more playing
than GMing
right now.

... and everything naughtie



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