Dice Tales Interlude: get your requests in!

The Dice Tales series has been going since the beginning of the year, and although we’re not at the end yet, we’re starting to get close. Before that happens, I figured I should open the floor and ask: what else would you like me to discuss? Are there aspects of the RPGS-as-narrative thing I haven’t touched on that you would really hope to see included? Any and all suggestions are welcome, so long as they have to do with games and the stories thereof. I can’t swear I’ll use all of them, because there may be some things I don’t feel qualified to talk about, or the topic may be too small to really support an entire post. (Though if I get enough of those, I may do a grab-bag post of multiple small topics.) I’ll definitely incorporate as many as I can, though. You can check the index of Dice Tales posts to see what I’ve already gone over, if you need a refresher — and comments on old posts are welcome, by the way; in most cases I should get a notification telling me there’s a new reply.

In the meanwhile I’ll leave you with a link to this essay I wrote for Tor.com, which is like a triple-sized Dice Tales post, on the topic of adapting an RPG into a piece of standalone fiction. Feel free to comment over there!


Posted in Gaming Tagged , , permalink

About Marie Brennan

Marie Brennan is a former anthropologist and folklorist who shamelessly pillages her academic fields for inspiration. She recently misapplied her professors' hard work to the short novel Driftwood and Turning Darkness Into Light, a sequel to the Hugo Award-nominated Victorian adventure series The Memoirs of Lady Trent. She is the author of several other series, over sixty short stories, and the New Worlds series of worldbuilding guides; as half of M.A. Carrick, she has written The Mask of Mirrors, first in the Rook and Rose trilogy. For more information, visit swantower.com, Twitter @swan_tower, or her Patreon.


Dice Tales Interlude: get your requests in! — 4 Comments

  1. Okay, I’ll bite: Maintaining narrative cohesion, and keeping things entertaining, when you have an inconsistent or shifting player/character set.

    • Hmmm, I’ll have to ponder that one! The truth is, the games I’ve run have been remarkably consistent; I almost always keep the same players the whole way through, and they play the same characters from start to finish. So while that’s a good topic, I’m not sure I’m the most qualified person to talk about it . . .

  2. I’m probably late to the party, but I’ll try something fun and little challenge-ey:

    How about an article about methods of effective and efficient character expression? Communicating traits and inner-life of your character is a complicated art, and there are many tools available for that; one of things that makes RPG “a game” for me is the challenge of finding a way to paint the most accurate and robust picture of my character while using least possible amount of energy, time and resources. Different kind of optimization that never ends, and thus keeps the game fresh!

    How do you express that character is greedy without saying it out loud? What are similarities (and differences!) between optimizing your performance as a player in a game and as a writer for a novel? What makes what work, and why sometimes X sounds like a good idea but it isn’t?

    Basically, an article about “how to make sure that other people perceive the character as you intend it to be perceived”.

    • Hmmmm — interesting! At this point I think I won’t be able to work it into the blog series, but I may be able to add something like that to the finished product (since I’m planning on putting these posts together in a more organized fashion once I’m done here).