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Grumpy, yet verbose.
Showing posts with label writing. Show all posts
Showing posts with label writing. Show all posts

Friday, June 8, 2018

In Defense of Flavor Text

Flavor text, or boxed text, is a staple of classic adventure modules. The bit of copy set aside to read to the players. The part they can know, minus things like where the secret door is or the solution to the riddle carved on the wall.

In recent years, many (certainly not all) writers and reviewers of OSR-style products have voiced criticisms of boxed text. They find it distracting and disruptive to setting the pace of a game, even to the point of being jarring. The text can make also assumptions; such as the characters taking certain actions or that events having occurred in a certain sequence. 

These are valid complaints. While the GM can certainly amend text on the fly to reflect the current status of his individual game, part of the point to a published product like a module is to do some of that lifting for him.

When I have written flavor text for adventures, I have learned (imperfectly) to only present what can be immediately perceived upon entering a room or area, regardless of what may have happened before (within reason) and leaving further revelations to be determined by the players’ choices. Not all published products follow this model, so I can understand some people’s frustration. But before we throw the text out with the bathwater, allow me to offer my take on the value of flavor text in general.

As stated previously, boxed text takes some of the work off the GM’s hands. It gives him something to tell the players about their surroundings in an easily presented format. Granted, some boxed text can go on for far too long. A few sentences should be enough. Alternately, you can have a short initial description that breaks and allows for player agency. Then, if the players “trigger” the next part, there can be a followup box of relevant text. 

Of course, the flavor in flavor text is often the mood-setting, or atmospheric, descriptions to help people feel more immersed in the game. While this is a laudable goal, I often feel it is over-emphasized in boxed text. I mean, that clever imagery about the moon through the dead tree branches is cool and all, but not if I have to listen to a minute and a half of it before the GM tells me there’s a werewolf under the tree.

Another reason for prepared text is to help the players. Not just in setting the mood or presenting their initial impressions of their surroundings, but in filling in what I call the “perception gap.”

There is an old-school GM-ing conceit of “The player never expressly said they checked X, so they don’t know Y.” While this is fair as far as it goes toward allowing for player agency and their characters to stand or fall by their choices, there is a range between what one overtly sees or hears, and what one might realistically perceive if one were actually there. This is the perception gap.

Articles and books about adventure design often address this with advice like using all five senses when giving descriptions, not just sight or sound: What do they smell? Is it cold or hot? Dry or humid? and so forth. The idea is it helps the players visualize and become immersed more in the game. This is good advice, but has two potential pitfalls.

First, this can be a lot more work for the GM. Hence the previous point about using a published module. If an author has already incorporated some of these descriptors into the text, then the GM doesn’t have to. I am a proponent of not overusing this technique, though. Every room shouldn’t have a laundry list of sensory stimuli. Use the technique sparingly, and usually only when it will have an impact. Which brings me to my second point regarding the perception gap.

Providing more detail to players via prepared text not only for atmosphere, but to provide hints relevant to gameplay. A rotten smell might indicate zombies in the cellar, or a drafty room might hint at a secret passage. These are things that a person would probably notice just by being in a place, but may or may not consciously register. Some may be less obvious than others, but still definitely perceptible. Unless you want to train your players to repeatedly stop you and ask for input for each sense, scattering some of these details in subdued ways gives players a chance to follow up on these cues without necessarily smacking them over the head with them. The tricky part is to make such cues normal enough in one’s “GM patter” that metagaming players don’t pounce on every adjective, but distinct enough that they were given a fair shot before saving throws are called for. This sort of lexical balancing act can be tricky, which is all the more reason to use text that was prepared ahead of time either by the GM or by a published module’s author. 

As with any aspect of game design, boxed flavor text can be done well or poorly or anywhere in between. When it’s done well, I feel it can be a real asset to the players’ experience, both for setting the mood and filling the perception gap. 

Tuesday, January 24, 2017

Waiting for Get up and Go




I've been pretty quiet for the last couple months, but the truth is the issue has been going on longer than that. Without going into all the drama, my motivation took hit a couple years ago when Faster Monkey Games suffered a "creative setback" as one member pretty much decided to go his own way and developed a game and ran his own Kickstarter for it apart from FMG. While he was perfectly within his rights to do so, the result was some hurt feelings and a pretty severe blow to FMG's "normal" chaotic process. In the end, after kidding myself we could limp along, Faster Monkey formally shut down last fall. 

Long story short: It pretty much killed any joy in developing products for me. Now that's on me, not him. My motivation, etc. is my own responsibility and no one else's. Be that as it may, it really sucked the wind out of my creative sails. My writing, mini painting, and gaming has slacked off a great deal.

Fast forward to the present: I've been on (another) hiatus from my regular gaming group. As my former Monkey is no longer part of the group either, the chemistry has changed. Everyone still there are cool people, but when you find yourself in a funk, it's all too easy to find excuses to not do things that remind you of what caused the problem. It's also unfair to the group when I halfheartedly commit to play (or worse, run) a game and then flake out because I'm unmotivated to continue. It's supposed to be FUN, not a chore. The few times I have tentatively hit upon something that kindles a spark, any resistance or setback snuffs it before it can gain traction.

The thing is, I miss gaming. I miss painting minis. I miss writing goofy adventures and putting them up online. I want to want to do those things, but I've had a terrible time summoning the enthusiasm. 

</emo venting>

So here I am trying to move forward a bit. I have two adventures that I had started a little while ago. One for Fantasy AGE and one for Crypts & Things. They aren't any great epics, but both are 90% through first draft stages. I'm setting myself a goal to complete at least the rough drafts and maps before March. I will post both as free pdfs and at least have accomplished that much.

I also have scads of Reaper Bones minis unpainted, with more on the way. I'm going to clean up the painting table and put paint to brush again, even if they end up looking terrible. So a mini a week seems a reasonable goal.

I also signed up to attend Garycon this March. I'm not running anything, but I am going and rolling some dice, darn it!

I don't know if doing all this will help me get my groove back, but doing something is better than to keep on doing nothing. 

Sunday, October 30, 2016

Tools of the Trade

I recently bought a new (well, refurbished actually) laptop for writing. I decided to try to use as much open source/free (not pirated) software as possible.  I use Scrivener, but that does require a one-time license purchase. I've installed LibreOffice, Inkscape, GIMP, and Scribus.

For those aren't familiar with the programs, they are free, open-source "versions" of Office, Illustrator, Photoshop, and InDesign respectively.

Hopefully, with a slightly more powerful machine than my 8 year old MacBook, I might actually post a few adventures online soon. Layout in programs like inDesign has never been my wheelhouse, so I am trying to learn Scribus now. (I have a passing familiarity with GIMP). For those who are interested, I recommend taking a look at this video.

I don't know about the rest of you, but I find it pretty darned cool that they are powerful programs like these out there for free to use with OGL games like Labyrinth Lord so it's that much easier to enjoy this hobby.

Tuesday, April 9, 2013

Missed opportunities and relief

We (Faster Monkey) were approached by another company to do some work on a large project they were trying to get completed. Without going into a lot of details, such a job would have probably meant a share of the crowdfunding that had been raised as well as being able to sell a version of the product ourselves. It was gratifying to be asked to do this. It was a kind of confirmation that the hard work we put into our own products was being noticed.

At the same time, it would have meant getting up to speed on a large amount of someone else's previously written material, trying to work within the creative confines of that, as well as the timetable the other company was trying to maintain. Definitely a bit outside my comfort zone, but then I am a lazy creature. Nevertheless, we were excited to try.

After some initial back & forth, it turned out that the other group was going to try and keep things more "in-house." I felt somewhat disappointed, but at the same time relieved. I have a couple of my own projects nearing completion, and Mr. Joel has a few large, long term things he's been working on for a while. Part of me would have resented putting our own work on the back burner to satisfy the requirements of this outside project.

Does this mean I would never take on such a job? Of course not. I would rather write my own things rather than trying to adapt to someone else's vision, though. The indie-RPG publishing world is a tiny pond full of some very creative fish, and if we didn't each have our own ideas about things, we wouldn't be doing this.

Monday, March 25, 2013

Wasting Time

First off, let me bore you with a little bit of shoptalk.

I just got back from Garycon last week. It was great fun and I had a blast, playing, running, and working the vendor hall. Of course, having been an exhibitor, it meant wearing my "publisher" hat a little more than I normally would, but one the plus side, it meant my ego had the satisfaction of people asking me to sign some products (Really! I swear!) and having Frank Mentzer call me over saying "Jeff! I need to talk some business with you!" So, yes, while a small-press RPG publisher is not making money hand over first, the nerd cred is gratifying in a hobby I love.

That said, I have two products I am writing simultaneously. One has seen playtesting and is in rewrite stage now. The other is in rough draft form, less one section we decided to add at the last minute (that's been giving me minor fits, but mostly a matter of slogging through it). There are maps to clean up and other steps that will have to happen from there, but the point is I have projects on my desk to keep me plenty occupied.

Now, in case you didn't know, I have a day job. It gives me enough flexibility that I can, for the most part, block off my time to get my work done and still push ahead on my writing projects around the edges. But the job is my livelihood, not Faster Monkey.

Like so many writers and other "creative" types, it is terribly easy to get sidetracked by life and the internet. (If you've never seen the Simpsons episode in which Neil Gaiman guest stars; Lisa's writing troubles? THAT! EXACTLY THAT!)* which brings me to the title of today's post: Wasting Time.

When you look at the hours in the day, it seems like there are enough to do what you want to do, whether it's writing, cleaning the house, exercise, fixing that broken lamp, etc. but somehow the time just slips away. You just pop over to Facebook for a minute, you watch that one YouTube video, or you decide to go grab a Starbucks. Next thing you know, the day is over. Of course, life is filled with plenty of distractions beyond your control: kids, jobs, flat tires, errands, etc. too, but enough of them are of your own making, that it can be infuriating sometimes.

It is one of the ongoing challenges in my life (and many other peoples', I suspect) to budget time wisely and effectively. Reams of self-help advice have been written on the subject. I don't pretend to advise anyone here, I'm just noting that the condition exists. (In fact, just writing this blog post about it instead of working on stuff is evidence of the condition itself!)

Now, onto how all this relates to gaming.

I mentioned trying to get things written for publication, and of course the same issues would apply even if the adventures were just for personal use (though perhaps to a lesser degree). Apart from players (and GMs) dealing with prepping and making time for gaming, I wonder at the characters and their time management skills.

Keeping track of time in the dungeon makes sense. After all, you've got wandering monsters, torches burning out, rations, etc. It also makes sense when talking about travel time. Are you riding or walking? Is it rough terrain or a smooth road? Or are you taking a ship? What are the prevailing winds? The list goes on.

What about PCs that are just easily distracted or lazy or overworked? Do player characters ever say "I meant to get my armor repaired while we were in town, but there was a great game of cards down in the pub and I lost track of time." or "I was going to transcribe that spell at the mage's guild, but I found a note tucked between the pages of a book full of dirty limericks about the faculty. It was HILARIOUS!"

Probably not.

In truth, I don't even know that it would really add to the overall enjoyment of the game, but it might provide some amusing roleplaying fodder.

* Looks like the video isn't there anymore. Sorry