Guest Posts and Class Date Changes for Writing the Other



After talking to Tempest, we realized that we needed to shift the class dates to accommodate our schedules and give me an opportunity to write some guest posts. The class, which is now scheduled for April, also offers a payment plan as well.

I did manage to write one guest post so far, I’m happy to announce that you can read more about my design philosophy over at the illustrious Jim Hines’ blog today.

“Why does representation in RPGs matter? The answer is simple: players play games so they can be the hero in their own stories.” –SOURCE: On Representation in RPGs

If you’re interested in registering for the class, hop on over to www.writingtheother.com where you’ll find the Writing Inclusive Games: Creating RPGs Sans Fail class description and more information. Mark your calendar!

My 2016 Year-End Publications Post

I’m pleased to share with you my 2016 releases in gaming, fiction, and non-fiction. This year, my specific goal was to shore up my non-fiction to (hopefully) get more opportunities in that area. I also wanted to write some media/tie-in stories, to dip my toes back in before submitting my original work. Plus, I’ve been very happy to edit anthologies as well and enjoy doing that work.

A note about awards eligibility: I’d really appreciate it if you considered my work when you’re thinking about awards next year. It does mean a lot that you’re taking the time to think deeply about my art, and I do appreciate it. Thank you!

Fiction

I published three short stories this year, and all of them were for established settings.

    “Redder Than Red”, ENDLESS AGES for Vampire: The Masquerade, 2016, Onyx Path Publishing
    “Suffering of the Unchosen”, TALES OF THE DARK ERAS, 2016, Onyx Path Publishing
    “My Enemy, Mi Amici”, DRAWING DESTINY: A Sixth World Tarot Anthology, 2016, Catalyst Game Labs

I also edited two anthologies as well. The first is a media/tie-in collection, and the second is an anthology I conceptualized that examines tropes through a literary lens.

    THE CAINITE CONSPIRACIES, Vampire: The Masquerade Dark Ages 20th Anniversary Edition, 2016, Onyx Path Publishing
    UPSIDE DOWN: Inverted Tropes in Storytelling, 2016, Apex Publications

Non-Fiction

The big release this year, was a reference book I wrote and helped design for the Firefly TV show. Jenny Lynn, the show’s translator, also lent her talents to answer questions in an interview, and to offer a definitive and thorough look at the Mandarin Chinese used in the show. Additionally, I also started a column for the SFWA about writing for games as well, and that column kicked off in November.

    THE GORRAMN SHINIEST LANGUAGE GUIDE AND PHRASEBOOK IN THE ‘VERSE, 2016, Titan Publishing
    “We Have Always Been Here, Motherfucker”, Uncanny Magazine, November 2016

Games

I’ve been very happy and so pleased to add the legendary Dungeons & Dragons to my list of published games this year. So awesome!

    IN VOLO’S WAKE, Dungeons & Dragons 5th Edition, 2016, Wizards of the Coast
    COURT OF SHADOWS, 2016, Catalyst Game Labs
    GHOULS & REVENANTS, Vampire: the Masquerade, 2016, Onyx Path/White Wolf Publishing
    DARK ERAS, Hunter: the Vigil “Doubting Souls”, 2016, Onyx Path/White Wolf Publishing
    CODEX INFERNUS, 2016, Gun Metal Games
    BATTLE FOR THE UNDERCITY for Dungeons & Dragons 5th Edition, 2016, DMsguild.com (Self)

Writing the Other Sans Fail Registration Now Available

I am pleased to tell you that the Writing the Other Sans Fail Class registration is now live!

When: Saturdays, 2 – 4PM Eastern Standard Time, February 11 – March 4, 2017
Where: ONLINE via Zoom Video Conference
Price: $360
Register Here

The goal of many game designers is to attract and retain players who want to see themselves as the hero in their own story. To do that, game writers lend their talents to portray characters whose gender, sexual orientation, religion, racial heritage, or other aspect of identity might differ from their own. Many game writers work within a team-based environment or with a developer, and are optimistic but fearful of what good representation means. Worried they’ll present a character wrong, offend players for their effort, get harassed or be fired for speaking up, some game writers opt to take the safe route instead.

It is possible to design characters and game material from a position of mutual respect in a sensitive and convincing way. This workshop can start you on the path to doing just that.

My Dragon Talk Appearance and a D&D-inspired Creative Prompt

D&D Ampersand

“Heeeeeeeeyyyyyy yoooooooouuuuuuu guuuuuuuuyyyyyyssssss!” to quote Goonies. Greg Tito and Shelly Mazzanoble, two fine and upstanding individuals over at Dungeons & Dragons, invited me to speak on Dragon Talk, the official D&D podcast.

“Shelly Mazzanoble and Greg Tito speak to Monica Valentinelli, a prolific creative writer with heavy involvement in all forms of D&D from adventure writing to running and playing games with new players. In Lore You Should Know – Matt Sernett and Chris Perkins jump into the Yawning Portal.” — SOURCE: Monica Valentinelli on D&D

The article has three different ways you can listen to me babble on excitedly. I hope you find my talk valuable!

D&D-Inspired Creative Prompt

One of the things we talked about in the podcast, was that character motivations help to make adventures stronger. Sure, your players might want a MacGuffin. Why do they want that loot beyond re-selling it or using it to have more power?

Often, a MacGuffin in a D&D adventure translates into a kick-ass piece of loot the party earns after slaying monsters, that is then used by the characters to increase their effectiveness. The conversation about MacGuffins, however, evolves when applied to fiction. “In fiction, a MacGuffin (sometimes McGuffin or maguffin) is a plot device in the form of some goal, desired object, or other motivator that the protagonist pursues, often with little or no narrative explanation. The specific nature of a MacGuffin is typically unimportant to the overall plot,” as defined by Wikipedia.

TVTropes.org has a slightly different (and a little more blunt) definition for MacGuffin: “A plot device which nobody actually uses, and whose nature and identity are basically irrelevant.”

Creative Prompt: Why Would You Use a MacGuffin?

With this in mind, my creative prompt today is a step-by-step process to examine the MacGuffin and put it to good use in an adventure or a story. *rim crash*.

(1) In 300 words or less, create a unique MacGuffin that has an interesting history.
(2) Figure out ten reasons why someone (or some thing) would want to use that MacGuffin. Don’t be afraid to think creatively about this; avoid the obvious!
(3) Identify the location of the MacGuffin and decide if that loot is protected.

For Dungeon Masters:

(4) Tie each reason from Step 2 to a character in the adventuring party or an NPC. Consider using NPCs from factions as well, to flesh out monsters, townsfolk, and other types of antagonists.
(5) Determine who (or what) could be affected by using the MacGuffin. This can be a list tying back to your NPC motivations, but it can also be towns filled with innocents, etc. This serves to ground you, as the DM, to understand the cost of using the MacGuffin for better or for ill.
(6) Write a one-paragraph summary of an adventure based on using that MacGuffin. Think “big picture”. This is what your adventure will be about; it also means that finding the MacGuffin should happen early on, and using the MacGuffin causes interesting problems the party will have to resolve.
(7) Now, break up that adventure into an outline of sessions and scenes–as many as it takes. This’ll give you the foundation for a campaign, but will also tie motivations together for your party, their allies, and their rivals to give it a little oomph.
(8) Play!

For authors:

(4) Assign motivations to use the MacGuffin for three characters: a hero, a sidekick/love interest, and a villain. Use the goals that are the most at odds with each other, to increase conflict.
(5) Steps 5-8 are all about brainstorming! Write down a list of obstacles preventing your characters from using the MacGuffin, and ways they might overcome them or fail. For example, say the MacGuffin is a magical item, but your hero doesn’t/can’t perform magic. As another, the MacGuffin could only be used by the descendant of its original owner; that character is either the villain or they’ve already passed on. What creative solutions can you figure out to resolve those issues and get your characters using the MacGuffin in your story?
(6) What happens when the MacGuffin is used? Who stands to be helped by it? Hurt?
(7) What needs to happen in order to “turn off” the MacGuffin’s power?
(8) What do the characters involved stand to lose/gain by the loss of the MacGuffin? (Like Step 6, this is another way of helping you determine the stakes for your story.)
(9) Write a one-to-two paragraph summary of your plot. Don’t forget to figure out a few possible endings ahead of time! These will probably come out of brainstorming for Step 7.
(10) Cue… Writing to form! (e.g. short story or flash fiction)

If using a MacGuffin doesn’t sound interesting to you as a plot device, you can always figure out what else you’d want to do with it. You could destroy or create a powerful object that has evolved from its MacGuffin-esque roots, instead. Keep in mind that destroying, creating, designing, and piecing together objects also run the risk of turning them into MacGuffins if your characters either don’t use them, or you don’t have a reason for doing so for your plot. In other words: it shouldn’t simply be an object everybody’s after. Even in Lord of the Rings, Frodo’s goal might be to destroy the One Ring to save the world, but he does use it for different reasons and that creates problems for him. Though your opinions might vary on this, to me the One Ring is a fantastic example of a MacGuffin-turned-plot device because it a) is unique, b) is used by Sauron (past), Isildur (past), Frodo, Bilbo, and Gollum, and c) matters to the overall story. Arguably, I could take that a step further and say that the One Ring is its own character, too, since it represents the will of Sauron–but that’s a nerdtastic discussion for another day.

Happy writing!

    Mood: Critical hit! Heh, heh.
    Caffeinated Beverages Consumed: Four… Five? Cups of coffee. Hey, it’s cold.
    Work-Out Minutes Logged Yesterday: Vacuuming counts. Right?
    In My Ears: The heater, because it is freakishly cold.
    Game Last Played: Dragon Age: Inquisition
    Book Last Read: Research materials for work.
    Movie/TV Show Last Viewed: Star Wars: Return of the Jedi
    Latest Artistic Project: Make Art Not War 2017 Challenge and Rules
    Latest Releases: Read my end-of-the-year list of releases for an overview of what I’ve put out for 2016. Check out Upside Down: Inverted Tropes in Storytelling and, if you like it, consider leaving a review.
    Current State of Projects: Read my latest project update.



An Interview with Mike Mearls about Game Writing

SFWA.org Logo

In December, as part of my column about game writing for the SFWA, I interviewed Mike Mearls, the Senior Manager of the Dungeons & Dragons creative team at Wizards of the Coast. If you are not familiar with Mike’s work, he is a game designer and writer who co-designed 5th edition Dungeons & Dragons.

Here’s a sneak peek at the interview with Mike Mearls!

What was the first roleplaying game you worked on? Can you describe your assignment?

The first game I worked on was Unknown Armies, an RPG of modern occult magic released in 1999. I wrote a few small pieces for a supplement called Postmodern Magick. The book was a grab bag of characters, locations, magic items, and so on. I wrote three small pieces, a new ritual, a new variety of spirit prone to possess people, and a pair of characters that GMs could insert into their campaigns.

That project was an ideal starting point, as none of the three assignments were more than a few hundred words. Each assignment was also very focused. I needed to create one thing, rather than take on something more sprawling. The assignment felt easy to manage, and having that first success under my belt helped build my confidence.

For more, please visit Mike Mearls of Dungeons & Dragons: Documenting Imaginary Worlds on SFWA.org.

Previous Posts Next Posts




Monica Valentinelli > Announcements

Looking for Monica’s books and games that are still in print? Visit Monica Valentinelli on Amazon’s Author Central or a bookstore near you.

Archives

Back to Top