Writing prompts can help you stretch your world-building and narrative skills, such as character development and story development. My friend, game designer and writer Owen K.C. Stephens regularly seeds such prompts on his Twitter feed. Several products on the market, from the Story Engine to the Writer Emergency Pack, aim at feeding prompts or breaking blocks. Writing as an exercise can be fun and creative, as well as training.
In that vein, Ryan Kaufman, a veteran of story who has worked at LucasArts and Telltale, gave out random prompts on request. These prompts were from a narrative-design exercise he did with his writers at Jam City, where he’s VP of Narrative. This is how it started (click the date to see the thread).
I’m running a narrative design exercise with the Jam City writers where we are randomly assigned a Character Backstory, a Goal, and a Game Genre. Then, we will attempt to explain the resulting game, and how all these things fit together as a ridiculous whole.
Kotaku recently published an article on queerness in the D&D game. To be more specific, this article is about the inclusion of queer people and, more specifically, a glimpse into their lives as normal, accepted citizens of imaginary worlds. The fifth edition Player’s Handbook, for the first time in D&D history, makes a bold statement about sexuality and gender. It encourages you to imagine different. Several official D&D adventures depict queer couples or families. Many other games have similar modes of presentation, nodding toward normalcy. All these steps are positive. However, a few failures of imagination exist with regard to depicting this sort of equality in games and other media. (1)Read More »
I said a while ago that I wanted to talk about world building (maybe worldbuilding or world-building, as you prefer). That I do. Doing so seems likely to take more than a couple entries here. This essay is the beginning, written as much for me to explore what I know as for anyone who cares enough to read it. (1)
Generation of the world or universe, the setting, is important to numerous aspects of creating media, from novels to games. Careful design can’t be undervalued. Assumptions should be avoided, while reasoned relationships should take prominence. Aim to build novelty and interest, but include enough of the familiar to build resonance with the audience.Read More »