I don’t go on therpgsite basically because between RPG.net and Story Games I’m already wasting more than enough of my life on RPG forums. By a lot. Stuart in SG linked to this thread, where people mostly bitch about D&D4e. Personally, everything I’ve heard about 4e makes it sound like it’s moving more towards something I might actually actively want to play. Some of the responses on the thread make me want to play it just to spite them. (But then, I usually feel that way about people who can’t make a point without profanity). But mostly it’ll come down to whether or not one of my friends wants to run the game.
Category Archives: musings
Raspberry Heaven: On The Act of Role-Playing
Now that I’m in a mood for game design, I’ll no doubt continue posting here excessively until I get caught off-guard by something else.
Right now I’m really liking how Raspberry Heaven is turning out. We’ll have to see if I keep liking it after I do some playtesting, but that’ll have to wait a little while. The game mechanics are actually very simple — with the possible exception of the descriptions of quirks they could probably fit on one page — but it’s more the attitude towards role-playing that game brings to bear that I’m liking a lot.
The other day I finally finished reading a book called The Effective Use of Role-Play, by Morry van Ments. It’s an overview of role-playing as used as an educational tool, and as I’d hoped it helped me reexamine some of the underlying processes of role-playing. Educational role-plays are generally bound by realism, and are carried out in order to either train students in sensitivity, or let them practice certain social activities (like interviewing). As van Ments presents it, there is a huge emphasis on “debriefing,” discussing the role-playing session and its implications with the students. He advocates debriefings that are 2-3 times as long as the actual role-play, and notes that they also serve to help the students leave their assumed roles behind. While of course I wouldn’t go to that extreme for a non-educational role-play, I find that a certain amount of cooling down (and warming up) is helpful and natural.
Of particular interest to me was a section called “Beating the system,” which touches on issues that have become more and more pertinent in my own actual play. It’s impossible to fill in every possible detail no matter what kind of role-playing you’re doing, so to a certain extent it falls to the role-players to fill in the gaps here and there. In a highly traditional RPG (I know, I’m generalizing), the players have input through their character’s histories and actions, and everything else is the purview of the Game Master. In practice, my group has gradually blurred the line over time. This is especially true when it comes to whether a PC can do things “off-camera,” announcing an action retroactively, even if it’s something trivial and only impacts the “social flow” of the PCs. In a sense, this sort of fits with how some forms of narrative appear to flow, and I think it’s actually a pretty complex issue that merits exploration on its own.
For Raspberry Heaven, there’s no GM or other central authority figure to act as gatekeeper, and I’m not sure adding hard and fast rules to govern narrative input (as has been used very successfully in some other games) is really what it needs. Instead, I wound up with a set of principles guiding story input, aimed at both keeping the game on track in terms of genre (slice of life anime high school girls) and group consensus:
- This game lacks any kind of fantastic/genre elements. If it doesn’t fit into a normal slice-of-life high school story, it also doesn’t belong in the game. No one gets any magic powers or anything like that.
- Regardless of who has authority over a given aspect of the game, everyone should be willing to give and receive ideas and advice.
- The overall game/story belongs to the group. Elements that impact the big picture should be decided in accordance with a group consensus.
- The tutor has authority over the general contents of scenes he or she is running.
- The individual player has authority over the specifics of his or her character. Do not invent anything about another player’s character without consulting them first. Characters mostly start off as strangers and become friends, so there should be relatively little in the way of pertinent past events to invent in the first place.
- “Off-camera” action (things that take don’t take place in the context of an actual scene) should be minimal and inconsequential.
- Actions that are obviously difficult and/or have far-ranging consequences should be treated as challenges (i.e., where the dice are rolled) if at all possible, assuming they’re appropriate for the game in the first place.
Lucky Star Characters
Now, as I mentioned before, here’s the stats for the Lucky Star characters. It’s just the four main characters for now; once it gets going the series has a fairly large cast, actually. After that I’ll do Ichigo Mashimaro. ^_^
Konata
Obsession (otaku)
Physically Gifted
Lazy
Tsukasa
Innocent
Lazy
Timid
Kagami
Diligent
Tsukkomi
Tsundere
Miyuki
Busty
Genius
Nice
What’s your bliss?
I lost count of how many blogs I’ve seen this in. I don’t know if it’s my moe otaku tendencies showing through, but whatever. ^_^; I gave into temptation and pre-ordered by the way, so I’m definitely looking forward to this. :3
“People say that I’m too young to pilot an ANIMa, but I just want to do my best… for everyone!”
Personality: As an Innocent Sweetheart, you’re the youngest pilot, under-trained and inexperienced. But you make up for it with a heart of gold and an energetic spirit that just won’t quit. Although most people don’t have a lot of confidence in you, who can help but catch your infectious enthusiasm?
Advice: Believe in yourself more. You can do anything you set your mind to as long as you don’t let your self-doubt get in the way. Your greatest asset is the trust that others hold in you, so never forget your friends and loved ones. At the same time, it might pay to be more realistic in your view of the world.
Which Bliss Stage Pilot are you?
Bliss Stage
In other news, it turns out that Sunset Games is releasing a new RPG called “Moe-kei?! Gakuen: Aitsu wa Classmate!” I’m not sure how to properly translate the title, but it’d be something like “Moe-style (?!) Academy: That’s my Classmate.” According to the blurb on the website in the game your goal is to help out those who are troubled (“They’ll surely say to you: “Thank you.”) It’s slated for some time in the summer, so I’m thinking I’ll order it along with Mononoke Koyake (the Yuuyake Koyake sourcebook) after GenCon.
The other day I checked out some books from the library on educational role-playing. I’m currently reading The Effective Use of Role-Play by Morry van Ments, which is a nice overview of role-playing as an educational tool. I’ll be putting together a full post about it when I’m done reading, but the differences in goals and the emphasis on “debriefing” after the actual role-play is finished are striking. It’s helped me think a bit about the kind of atmosphere and approach I want for Raspberry Heaven, while Filip Luszczyk, Ben Lehman, and Fred Garber have all offered me very solid advice via the Forge.
The RPG Review Books
I wound up looking at three different books that try to give an overview of roleplaying games and give recommendations for various specific games. These were published in 1990, 1991, and 1999, and they give an interesting glimpse into where the hobby came from and how it’s changed.
This is gonna be long.
Continue reading The RPG Review Books
Here we are!
Yay! My first new post on WordPress! I’m still working on getting acquainted with the interface and whatnot. Anyway.
In case you’re wondering “yaruki zero” is Japanese (やる気ゼロ) for “no motivation.” It’s an “extreme in-joke” (meaning I’m the only one who really gets it and finds it funny); when I and some other students were forced to do a skit for a Japanese class, after the ordeal was over I was thinking, “Well, that’s what happens when you have a group made of up people who didn’t want to do this in the first place. We’re ‘Team Yaruki Zero!'” Like my Go Play keychain, it’s also a reminder to myself to actually do stuff.
My package from Amazon Japan came in the main on Thursday, so I now have shiny new copies of Ru/Li/Lu/Ra, Alshard ff, and the bunko version of Arianrhod. I will post about these more when I’ve had a chance to really read them. At the moment I’ve been distracted by the manga I ordered along with them (new volumes of Genshiken, Yotsubato! and Rozen Maiden), plus I want to finish reading Gary Alan Fine’s book Shared Fantasy, which is a sociological study of RPGs from 1983, before I have to return it to the library.
Although the setting of Alshard looks fantastic, the underlying system is very, very similar to Beast Bind and Arianrhod (and part of why I picked up Ru/Li/Lu/Ra was just to make sure I picked up something not from FEAR). Interestingly, FEAR has taken the basic rules from Alshard (specifically the version from Alshard GAIA) and created what appears to be an open system, called (heh) the “Standard RPG System” (SRS for short). I’ll have to sit down and read/translate it, and see just how much they allow people to do with it. I’m wondering if they’d be amenable to an English translation to it, especially since it would be perfect for some of my more mainstream RPG project ideas (notably Ether Star and Catgirl: The Storytelling Game).
I also got the newest issue of Role&Roll, Japan’s main RPG magazine, and was inspired to post about it on Story Games herehere. Admittedly in posting it I was sort of crossing my fingers and hoping, but I was still (pleasantly) surprised when Tad Kelson posted saying he was going to try to put together an indie gaming mag.
I’m also hard at work on my anime RPG project (I still don’t know what to call it; I’m using “Anime Dreams” as a placeholder). I have a small notebook I use to write down stuff when I’m away from my computer, and I’ve literally filled up about 40 pages just with ideas for this game. Right now I’m mainly working on the conflict resolution rules — which will be at the heart of the whole thing — and it’s taking a heck of a lot of work. I keep catching myself staring off into space on the train and thinking really hard about it. I’m exceedingly happy with how this is turning out so far, but how well the conflict resolution rules work is going to be the main test of how good a game it turns out to be. I’ll be posting more about the gritty details soon, when I’ve got my tentative version a bit more straight in my head. At the moment it’s looking like the game will be diceless and resource-based, which in turn means I ought to go look at Yuuyake Koyake again.
Thinking About 2006
First, a random thought, inspired by this:
I design games that I think will be fun to play with my friends. To the extent that I pay attention to games made by other people, internet forums, RPG theory, etc., it’s basically all in the hope of coming up with more and more interesting stuff that’ll help me have fun with my friends. While I like seeing other people making and playing games. I’m pretty sure that that falls somewhere between or outside of being either on the bleeding edge or having “sentimental reasons.”
I started up this blog in December 2005, not too long after going to GenCon SoCal and discovering indie games. Being the introvert that I am, I can’t really comment too coherently on stuff that happened outside of my own direct gaming experience.
- I started buying Japanese RPGs on occasion, first Beast Bind, then an anthology called TRPG Super Session Daikyouen, and more recently Maid RPG and Yuuyake Koyake. They’ve given me neat ideas and a fresh perspective on RPGs.
- Play in a friend’s Truth & Justice campaign, and kept an in-character diary (posted here). The game is probably going to, at a minimum, go on hiatus or something.
- I created the thing called Mascot-tan, which seems to have a small following on RPG.net.
- I started work on my sentai RPG, Tokyo Heroes, and finished a first draft (which needs to be worked on more whenever I can find the time and inspiration).
- Worked a bunch on a Fudge-powered Halo adaptation, that I really should sit down and play some time soon.
- Two game companies I’m a little ambivalent about — albeit for very different reasons — had financial troubles. Palladium pulled through, with much discussion on the net about it, while Guardians of Order went under, after many months of abject silence.
- I did my first (and so far only) 24-hour RPG, Hikikomori RPG.
- The internet side of the hobby had lots of completely idiotic and nonproductive identity politics arguments, as though the hobby hasn’t been big enough to encompass vastly different styles of play from its inception.
- I made some considerable progress but never quite got around to finishing up the first draft of Thrash 2.0.
- Wound up chatting online with Guy Shalev now and then.
- Began regularly visiting the Story Games forum.
- Purchased:
- The Mountain Witch
- Buffy Revised
- Exalted 2e
- The Mister Lincoln eXperiment (MLX)
- Timestream
- Panty Explosion
- Slayers d20 (for $5!)
- Hearts, Swords, Flowers (also for $5)
- Maid RPG
- Maid RPG In Love (sourcebook)
- Dreaming Maid RPG (adventure anthology, w/some supplemental rules)
- Yuuyake Koyake
- Don’t Rest Your Head
- My Life With Master
- WEG D6 Ghostbusters (present for a friend)
- Possibly some other things I can’t think of right now.
- Ordered
- BESM 3e (via Amazon)
- Dictionary of Mu
- Drowning and Falling
- The Shab-al-hiri Roach
The main thing I’m thinking about, game-wise, for next year is going to GenCon Indy. I’ve got some crazy stuff I’d like to run, people I’ve interacted with online that I’d like to meet, and (hopefully) there’ll be plenty of awesome new games to check out.
Maximum Extreme Uber
Last night we did my friend’s one-shot OVA-powered fantasy game, which (not for the first time) is turning into at least a 2-shot. He and I both own copies of the game, but up until now we’ve never used it for anything, and while the game session didn’t have all that much dice-rolling or anything, I was overall very happy with how it played. Mike’s “Breaker” system (a sort of free-wheeling take on Final Fantasy style Limit Breaks) also looks promising, but needs more development. He also brought along one of his coworkers, who as it turned out fit in with our group frighteningly well. And like just about everyone else I know, he absolutely wants to try Maid RPG. Now that I’m well into translating the replay, which has some very questionable content, I think it’s safe to say that America is not ready for this game, the only exception being the 4chan type crowd (like most of my friends) who are no longer capable of really being shocked by much of anything, and tend to be amused by content that would make average want to claw their eyes out. ^_^;;;;
Mike bought a copy of John Wick’s Play Dirty for the GM of our regular Truth & Justice game (who also happens to be named Mike) , who finished reading it very quickly and then lent it to me. It was an interesting read, to be sure. How can I explain it? The tips and tricks contained in the book are really good stuff; from those I’d call the book “Game Mastering Secrets” (except that title’s already been done, though I would push the double entendre in the title just for fun). On the other hand, for the overbearing attitude and rhetorical style (“And with that in mind, let’s move on to this month’s topic. Twenty bucks says you can’t figure it out until we’re all done.”), I think it could to be called “XTREME ROLEPLAYING!!!1!” I’m being silly and using hyperbole, which I wouldn’t do ordinarily, ‘cuz that’s just not how I roll. There are some rhetorical questions that I found just distracting though. “If roleplaying games are supposed to simulate life, why are so many people obsessed with making them ‘fair?'” and I’m sitting there thinking “Who the hell said they’re supposed to simulate life? You said they’re supposed to simulate literature. I think it depends on the game.” when I should be paying attention to the really good GM advice (on character death) that follows.
There’s also some stuff that basically could be a major foundation block of a kickass indie game (like the Living City chapter) being presented as advice for mainstream RPGs. Of course, that comes back to the thing that (as someone smarter than me said on an RPGnet thread) a lot of the wacky mechanics in indie games came out of trying to hard-code techniques developed through gameplay. There are also some bits that remind me very much of the kinds of things I read in the oWoD Storyteller’s Guides. (As an aside: One of those offered up the idea of each player having a binder/notebook for their character, for the character sheet and notes and whatnot. We now do that for every long-term campaign, and sometimes my artist friends will whip up illustrations and covers for them to boot).
So, in short, I was not planning to pick this book up because the “attitude” it exuded put me off, but it’s got some real gems of advice in it, and I’m glad I did read it (albeit a friend’s copy, for free). My only caveat, more of a personal taste thing (which I told Mike — the T&J GM Mike — the other day) is that at a certain point the balls-to-the-wall in-your-face style of roleplaying will make the game become stressful for me, Ewen, in real life, and thus less fun. Just let me breathe now and then, and we’ll be cool.
Cranium Explosion (Or, Thoughts On Character Creation)
(Because Panty Rats would be just plain wrong…) Over the weekend I finally got around to running Panty Explosion, as well as reading Cranium Rats, and wound up pondering character creation a bit.
Panty Explosion
I first heard about Panty Explosion when Jake Richmond posted about it on RPG.net, and I instantly fell in love with the concept. I’m not sure what this says about me, but then I also really like superflat, so go figure. My tastes keep getting weirder and weirder, and especially in terms of what’s actually in the rulebook, PE is less shocking than, say, Narutaru or Alien Nine, much less Takashi Murakami’s Hiropon (I would give a link, but for some reason even the Wikipedia entry is NSFW…)
Creating characters went pretty smoothly, and the players were able to come up with fairly interesting characters to boot. The one issue that came up was one in no way specific to Panty Explosion, and one I think I want to look at more in RPG design in general. Since creating a character involves picking out elemental dice, blood type, and zodiac animal, none of which a beginning player can really understand the significance of just by looking at the names. As a result, making four characters at once was a bit cumbersome and required passing the book around a lot. Needless to say it was nothing compared to any number of other games I could name, but next time I think I’ll make some cheat sheets or something. Still, once it was done the players had surprisingly distinct and well-defined characters, from Haruka, the socialite kogal, to Kuromu, the creepy psychic girl who always tries to defuse arguments (and whose telepathic abilities cause nosebleeds).
One of the things about Panty Explosion is that the conflict resolution mechanics work best when the conflicts are decently long. We kept having overly short conflicts; this isn’t necessarily a bad thing in itself, but it means that the players often had no reason not to dump a bunch of dice on one or two actions. The way narration is distributed on the basis of Best Friends and Rivals took some getting used to, and some players wound up narrating much more than others.
In terms of getting the proper Panty Explosion feel I think I made a mistake in that I had the PCs all be from a school that was closed due to a mysterious fire, and were sent to another school. Hence, it created more of an us-against-them feel, instead of an us-against-us kind of thing, and made it so the PCs didn’t have many hooks into the setting. Though to be fair, I suspect my group isn’t used to playing RPGs in any remotely competitive way in the first place (need more Paranoia).
Unfortunately we only got about halfway through the scenario I’d planned, and Real Life™ interfered with our plans for playing more on Saturday. I’m not sure when I’ll be able to run the conclusion, but hopefully this coming weekend.
Cranium Rats
I probably would have overlooked this game were it not for Guy persistently asking me to check it out via AIM. His big thing is what he calls “CSI games,” and it being his baby he can explain it far better than me (and he will if you give him half a chance; his enthusiasm is impressive). I’m going to have to read it over again to really see how the pieces fit together, but I’m starting to understand why he’s so enthusiastic about it. It’s very “indie,” and it has elements of both narrative control distribution and almost board game-like competition. Given that I’ve seen none of the films he lists as inspiration, I don’t know that I’m the best person to comment on it. The essential idea is that you’re not playing a character, but one of three Aspects—Water, Dirt, or Rat—of a character. Ideally the group makes three characters, and in each scene one player is handling one of each Aspect, and each player plays every Aspect at different times during the game as it cycles through different characters.
The thing about it that I found exceedingly cool was the sort of “round robin” character creation. In CR it comes from the fact that each player is playing Aspects of characters, rather than the characters directly, and as a result it naturally lends itself to the different players having different kinds of input into the character.
The writing in Cranium Rats is interesting in terms of how Guy uses and controls voice. This is something I find incredibly hard, to the point where I’m designing an entire RPG (Moonsick) around working the writing style. It’s really frustrating, since I don’t have the same struggle to control voice when I write fiction or poetry. CR has a mixture of a lot of different things, each “compartmentalized” in the text. There are “Legends” sections that set a deep, philosophical tone (“And Man and Woman tempt Snake – into coming and tempting them once more.”), fairly measured rules explanations, and footnotes that very much remind me of the virtual noogie giver I talk to on AIM (“Fuck that lie! Play for the win!”). This is one interesting solution to marrying the need to present clear and concise rules and the desire to give the game personality and teeth.
Creating Characters
One of the things I’m noticing is it seems like not too many RPGs give much thought to the circumstances in which characters are being created. Some make it much easier to create characters as a group than others (and to a certain extent it’s just page-flipping that makes this annoying), but the question is what kind of experience is born at the gaming table, and how it fits in with the aims of the game itself. Risus‘ roll-your-own Cliches make the book (all 6 pages) almost completely unnecessary, and there’s games like Toon, where if you know the basics, the character sheet has everything you need. For Tokyo Heroes you have to create characters as a group, and if my playtest is any indication the brainstorming was far more time-consuming than anything stemming from the game mechanics.
Of course, like not a few indie games the character creation in Tokyo Heroes is in part a codification of stuff my group tends to do during play. Ever since the first Mascot-tan playtest, where all three PCs had Smarts at 1 (and thus my original scenario fell apart under the weight of the characters’ stupidity), my group has been trying make characters that are as distinct from each other as possible. In the case of Panty Explosion, without any prompting from me they made a point of having no two characters with the same Zodiac sign or primary element. D&D encourages this kind of behavior to a certain extent, since a party can get into big trouble without a cleric or rogue (when we played no one really wanted to be the cleric though…), but you must have a copy of the Player’s Handbook to create a character. In the cases of Cranium Rats and Tokyo Heroes, the way the character creation process is carried out stems from the intended genre and such, but the end result is that both games strongly take into account the environment in which a group of players will be creating characters.
What published games do this particularly well or badly?
Lotsa’ Games
Darnit. I had yet another idea for an RPG to design. Time to go over the ideas I have cooking:
- Thrash 2.0: The long overdue second edition of my fighting game RPG. I really need to get my crap together on this. I’ve got a lot of the work finished; mainly I need to fill in the rest of the maneuvers and commence playtesting.
- Tokyo Heroes: My sentai/magical girl RPG. The first playtest went pretty well, and I have plenty of stuff to work on.
- we are flat: A trilogy of short games inspired by the “superflat” art movement, which means really weird, twisted anime/manga-inspired stuff. The first game, Moonsick, is actually coming along pretty well. It borrows a lot from The Mountain Witch, and it’s weird as all get-out.
- Nekketsu! Battle Stars: The idea (which came together over the past few days) is to put together a general, light system for melodramatic, manga-style battles (as seen in titles like Bleach and Naruto), and present three radically different settings with freely tweaked rules. Nekketsu (熱血) means something like “hot-blooded” in Japanese, and refers to crazy, over-the-top fighting heroes.
- Distorted Futures: “A Dystopian Ass-Kicking RPG.” Like Neo or Violet or V, you can make the world a better place, but what will you sacrifice?
- I Hate You: “A Cartoon CSI Game For Two Good Friends.” Coyote vs. Roadrunner, Tom vs. Jerry, etc., as a competitive RPG.
Also, from the world of video games, Prof. Henry Jenkins of MIT was interviewed for GameDaily.biz, and he had a lot to say about the medium’s growing and changing identitiy. On the one hand, the industry is facing all kinds of idiotic criticism, but on the other hand it’s caught up in its own notions about what a video game should be:
HJ: Let’s be clear: the word, game, as used in the games industry, seems to mean anything you do on a computer for fun. The game industry lumps together a variety of different things, sports, games, design tools, toys, role play, stories, which we might keep separate in the real world and calls them all games. This is powerful from a marketing stand point.
Then, on the other hand, they use the word, “games” rather narrowly to repel outside competitors and block new ideas. When Brenda Laurel tried to develop a girl’s game movement, the recurring response was that these were not really games. The same response has from time to time been directed against educational games, serious games, and casual games, that is, anything that doesn’t fit their marketing model or that might allow people outside the core industry to expand our understanding of what their medium could do.
Random Things
I wound up getting inspired to work on writing stories, even though I seem to be sucking at it right now (I did at least finish one short story the other day). I’ve been in a bit of a funk the past couple weeks, with regard to everything, not just games, hence Thrash 2.0 isn’t the only thing I’m not making progress on. I’m trying to read more, and watch more, but my attention span is unusually short lately. So, I have jack to say about games I’m working on (or failing to work on), but plenty on some tangential things.
Comic Con
I went to Comic Con, and it took a while for me to recover. (Not totally coherent LiveJournal entry is here). There were a couple of panels on RPGs there, which was sort of surprising considering there was no RPG programming there apart from a small smattering of RPGA stuff. Chris Chinn covered it better than I could in his blog, but suffice to say the first panel didn’t tell me much of anything I didn’t already know, and the second I didn’t attend because it conflicted with some other panel I wanted to go to. There were actually a small handful of RPG things in the exhibit hall though. There was a dealer with lots of GURPS books (amongst other things), the guy who did Artesia was selling the RPG alongside the comic, and Annie Rush had a table in the indie area (appropriately enough). I picked up a copy of House of Horiku, though I haven’t gotten around to reading it yet. Snakes on a Game, indeed. I also picked up a sketchbook called Mariachi Samurai, and damn but I want to roleplay as the title character some time. I’m thinking his name would be Pedro. Or maybe Jesus.
No More Goo
It’s sad that Guardians of Order is done with, but Mark seems to be doing okay for himself, and most of their IP is going to be getting new homes, which in turn means that BESM3e will be coming out, even if it’ll take a while. For various reasons, I’ve had mixed feelings about GoO from their inception, but I never found fault with the quality of their products. The deafening silence hasn’t been good for PR (see this RPG.net thread), and it’s good to finally hear what the hell is going on. Plus I have an acquaintance who got a book green-lighted from them just before all this nonsense happened. My general opinion of Tri-Stat is that it’s a great, elegant little system that was never adequately explained in its rulebooks (hence the lengthy essays at the beginning of my netbook). It’s also one of those games where a younger me said immature crap about it on message boards, though there are those who make me not feel quite so bad about it, for all the wrong reasons, and in a few cases I was just pointing out stuff that really ought to have been addressed (like, why the insistence on using only SI units for a game predominantly played by Americans?).
Anyway, I’m definitely going to pick up BESM3e whenever it comes out, but (1) I’m glad I didn’t give into the temptation to preorder, and (2) right now OAV would be my go-to game for that kind of thing anyway (they need to get some more stuff out at some point though). Still, in the 9 or so years it was around, GoO wound up teaching me a lot about RPGs, and for that more than anything I’m grateful.
How To Do Stuff
Inspired by this thread on Story Games, I went and checked out Elements of Typographic Style from the library. I’ve only read a little bit (it’s really good), but it occurred to me that there are certain things that apply to any creative endeavor. As I’m seriously pursuing designing RPGs and writing, and have dabbled in graphic art, I started to see patterns. I’m going to write up an essay on this whenever I get around to it.
- Practice. A Lot.: Whatever you do, do it a whole lot. Every day if at all possible.
- Learn the Basics: In any medium there are basic, foundation type things that should be practiced to death. An artist needs to learn how to draw straight lines, which means pencil mileage.
- Learn From Others: Look at other works in your chosen medium and others close to it. Include works that you woudn’t ordinarily look at (i.e., even if you’re writing sci-fi with Venusian telepathic squids, go read literary classics).
- Find out the “Rules”: In each medium there are formulas that can be training wheels for beginners, “don’ts” that can be violated if you do so skillfully and for the right reasons, and principles that become tools you can use.
- Get and Recieve Useful Criticism: Get people to look at your stuff and tell you what’s bad about it and what’s good. If someone has nothing to say beyond “this sucks,” then Triumph the Insult Comic Dog could do the same job, and be more entertaining.
- Find Your Own Style: Don’t imitate your idols. Don’t worry that you can’t create something as great as . Concentrate on creating stuff that only you could do.
