Archive for May, 2009

One-Shots

Friday, May 29th, 2009

I love roleplaying games.  I’ve been GMing in one form or another since I was five years old or so, when I roped my grandfather into a couple of games that amounted to “try to make your way through a crossword puzzle while I arbitrarily decide whether the contents of each room kill you or not.”  (I suppose you could say that I designed and implemented a homebrew roleplaying game with a compact ruleset at age five.)  For some reason he quickly tired of this. After I finished trying to lure other assorted family members into similar “games,” I sat back and began the long process of figuring out why no one wanted to play anymore.

In one form or another, I’ve been working to improve my skills as a gamemaster ever since.  Along the way I’ve made basically every classic mistake that a gamemaster can make, as well as more than a few rather inventive ones of my very own.  Luckily, my gamer friends over the years have been more than forgiving.

In the past, one of my biggest mistakes has been my penchant for new campaigns.  I love starting new campaigns.  I even start them with the best of intentions — “Of course we’ll come back to it, this is an awesome idea!  How could we possibly forget about it?”  And often, we do come back to them.  But new ideas are like kudzu for me.  Even when I’m working on one I’m burning to try another, and so there have been periods of my life in which every time I sat down with my friends to game, I’d have them rolling up new characters for whatever nifty new setting I wanted to try out.  Maybe seventy percent of the time, they would play a session (or sometimes two) with those characters and never see them again.

There’s a word for that.  It’s called a one-shot, and if I’d just admit that’s what they are the world would be a slightly better place.  (But I might come back to them some day!  Surely that makes it something more — a Schroedinger’s minicampaign, at least!)  But for all these I’ve run over the years, very few of them have ever been called one-shots to their face.

I ran a one-shot tonight.  I walked into it knowing that I would probably never revisit this world, and ran the game accordingly.  It was a lot of fun, and there’s a very real possibility that I’ll polish the setting a little and come back to it someday.  But that’s not the point.  The point is that, for the most part, accepting that it was to be a short-lived thing made the experience generally better — but also made some key differences.  At the end of the session, the character retired.  Throughout the session, I had no compunctions whatsoever about potentially lethal scenarios.  It was like the difference between watching a pilot for a show that never aired, and watching a movie for which no one is expecting a sequel.

Huh.

Scooter

Monday, May 25th, 2009

My primary mode of transportation is a 49cc scooter.  I got my first scooter back in 2007 and, while that one has long since been the unfortunate victim of some unapproved wealth redistribution, I’m still a happy scooter rider two years later.  I think most fellow scooter riders (Am I too late to coin “scootists?”  Do I even want to?) will understand why, but for everyone else allow me to elaborate.

Scooters?  Scooters are very, very cheap to operate.  I fill mine about once or twice a week — say every 4-5 days or so — for less than two U.S. dollars.   (The other day I let the tank get really low and ended up spending about $2.30, the most I’ve spent in a long while.)  The thing seriously gets more than a hundred miles to a gallon.

This is to say nothing of the other benefits of a scooter.  You’re out in the fresh air.  You can maneuver easily and stop quickly.  For some reason (and this is by far my favorite feature) you are automatically friends with every single other person driving a scooter, motorcycle, or similar vehicle.

It does have its downsides, however.  Trunk space is at a premium.  Ditto for passenger space.  Grocery shopping on a scooter is nothing if not an exercise in applied physics.  And while the air conditioner works great, all the time, you might as well just forget about the heater.

With a baby on the way, it should come as no surprise that the scooter’s going to be seeing a lot less use in the future.  I can’t say I’ll be sorry to use a car to get the groceries home, and it will be nice to easily cart about obscene quantities of gaming books when the need arises.  But the scooter needn’t worry yet.  There will always be trips to the post office, sunny days, and solo commutes across town, and it will get a lot of use at times when it just isn’t worth firing up one of those gas-guzzling economy cars.

Mornings

Sunday, May 24th, 2009

I’m going to let the world in on an open secret.  I’m not a morning person.  Not in the “grarh narh narh coffee mmh huh?” kind of way, but more in the “beep beep SLAM . . . beep beep SLAM” kind of way.  Once I’m up I’m usually good and awake, but actually waking me is pretty hard.  My mom likes to tell of how, when I was little more than a baby, she took me to a Civil War reenactment and I slept through a cannon shot at something like thirty yards.

But I like working the opening shift.  There’s something beautiful about the world at 4:30 in the morning, and I love being out in it.  Sure, I’d rather be seeing it from the other end of my sleep cycle.  But in a predominantly diurnal world, that’s about as good as it gets.  If I work the opening shift then my afternoon is open, and siestas aside, never underestimate the power of being free to run errands before three o’clock on a weekday.  And most importantly I have those oh-so-valuable late-night hours free, when my creativity is at its peak and I can — on a good night, to be sure — while away many hours making characters come to life at my keyboard.

Some Thoughts on Characterization

Saturday, May 23rd, 2009

The other day I wrote a scene that really intrigued me.  It was mostly a “one character blows up at another” scene, but I wrote it from the perspective of one of the minor characters.  It turned out great, and I learned a lot about the minor character in the process — I found myself adding nifty little bits to her psyche so that she had enough interesting thoughts to keep the pacing up.  It got me thinking about characterization.

I’ve thought in the past that a fun way to make sure all the book’s characters feel real to me would be to write a scene or two from each of the characters’ perspectives.  Even if the scenes don’t make it into the main book — and many probably won’t — I’ll come away with a clearer understanding of how the character ticks, and that will (hopefully) come through in the character’s interactions with others.  I’m pretty sure this isn’t an original idea, but unfortunately I have no links at hand.  I’ll add them if someone can produce them.

Today, while riding my scooter across town, these two thoughts attacked each other and held an epic duel for my attention.  Unfortunately for them the end result was reminiscent of amorph combat, and the ultimate victor was a third thought that had elements of each.  In its simplest form it is:

Show them at their best.  Show them at their worst.

In other words, a (potentially) good characterization tool is to show the characters both at their best and worst over the course of the story.  Show the moment when their personality and skills let them step forward and steal the show.  Show them when their flaws overcome them, when they do things that make them seem like horrible, horrible people.  Heck, you could even split it into internal and external best and worst — the moment when they look worst, the moment when they feel worst.  Because those moments probably aren’t the same ones.

Again, these scenes might not make it into the final story (though they probably should, in the case of the protagonist), but writing them will help me find my way around the characters’ head.  And if nothing else, it’s a fun idea.

Wander forth!

Saturday, May 23rd, 2009

Okay, you can kick back your heels and stay awhile now.  As of this writing the site’s still pretty rough, but I have an idle dream of posting something interesting a minimum of once every Friday and by golly, I might intend to stick by it.  Which is why I’m writing this two and a half hours after Friday officially ended, having spent the last while contemplating such deep topics as color schemes.

So who am I?  What do I do?  For the first, I direct your attention to the top of the page.  For the second:

I’m a writer.  I’m working on my first novel, and I have enough ideas bouncing about my head to keep me going for a while.  The current book’s working title is Derelict, and I’ll be talking more about it later.  For now, let me spare you the “this doesn’t fit into any category” speech: I’m writing a space opera.

I’m also a gamer.  I play a wide variety of video games, ranging from JRPGs to FPSs.  (Right now I’m on a Team Fortress 2 kick, which would be great if I wasn’t a complete n00b at the game.)  I also play lots of tabletop RPGs.  Expect occasional chatter on this front.

Finally, I’m a game designer.  This is the third big thing you can expect to hear me talking about.  I’m always tinkering with the rules of tabletop RPGs I play (mostly but not entirely SRD-based systems).  As with my writing, I have no current publication credits as a game designer.  This is all amateur stuff here — for now.

A quick hello to all those fine people who randomly stumbled in.

Tuesday, May 19th, 2009

Hi!  I’m Erich T. Wade.  This is my blog.  If you’re here already, shoo!  Bookmark it and come back later, when it’s done.