What does D&D mean to me? My friend Shawn Merwin asked me to write about this question, and record the response for his podcast. I don’t have recording gear (or skills), so I wrote this piece. He recorded it for his podcast.
The question itself brings up all sorts of feelings and memories. It’s an important question, because some might think after being laid off (twice) while working on D&D, I might have negative feelings about it. I don’t. From the heady days of first gaming in 1981 to today, working on three or four different game projects at once, D&D has been and is still good to me.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 »
This entry is a little scattershot. I have a few things to let you know before I delve back into meaty essays on specific topics.
Speaking of topics, I have plenty. However, in my first post, I asked what folks might like me to write about. A commenter pointed out, wisely, that I should tell you what I’m interested in. Maybe that list will help you pick something you want to know. Maybe I’ll even be able to give a decent answer.
Years ago, I wrote about canon as it applies to tabletop RPG settings. I still believe what I wrote back then. Canon serves as a framework for a setting, but after that, strict adherence to and advancement of canon along an official timeline is harmful to the setting and its audience. This latter specific type of canon is called a metaplot, an overarching story line imposed by the designers of a setting, creating official events in the setting up to and even drawing the setting’s timeline to a close. Because of recent experiences I’ve had, talking with some interesting folks and applying to be White Wolf Publishing’s new Editor (1), I’ve been thinking about metaplot a lot.
When it comes to expressing intellectual property (IP) in media, metaplot can be a complicated issue. For tabletop RPG settings, metaplot, as canon, is useful only insofar as it underpins players’ starting point and furthers adventures (story-based products that the players experience through sequential play). Beyond that, metaplot can be damaging to an RPG setting. However, if the intent is to focus on wider transmedia storytelling, the rules change. Then, a coherent metaplot, which is really a plan for a shared audience experience over time, is vital (although not for a related tabletop RPG setting).
With tabletop RPG settings, such as Forgotten Realms or World of Darkness, the necessary part of the metaplot is that which forms the myth and history of the setting. From the place defined by this initial canon, a setting becomes unique over time for each group that uses it. The publisher can continue to use metaplot in adventures, because adventures, unlike any other game supplement, are an experience of time’s forward arrow for the players. The current Dungeons & Dragons brand strategy uses this approach with adventures that describe the ongoing, player-centered drama in the Forgotten Realms. (According to Chris Perkins, the core intent for products that occur outside the Realms, such as Curse of Strahd, is to showcase the wider D&D multiverse.)Read More »
Priests gather around the husk of a fallen warrior, as do his companions and friends. A brush with darkness left him all but dust and bone. Someone steps into the circle of solemn onlookers and places a diamond over the corpse’s heart. The sun rises, and the ritual begins . . . .
Yeah, you’re right. That’s an overwrought way to reintroduce myself to the Critical Hits community. I mean, I’ve been away from blogging here for four years and some change (pun intended). That’s a little less time than my first daughter has been alive. She did have a little something to do with my departure in 2011, among other issues, including work on a two editions of the D&D game. I won’t bore you with the details on the former, unless you ask to hear them.