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Using a tabletop to write a novel
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<blockquote data-quote="WayneLigon" data-source="post: 6462405" data-attributes="member: 3649"><p>You may be able to gain some inspiration for a novel from gaming, but trying any sort of direct correlation is doomed to end in utter failure unless you are specifically writing for a gaming publisher.</p><p></p><p>There's a reason why every fantasy publisher that gives advice on what not to send specifically mentions 'anything that reads like a write-up of your D&D game'. Anything that even smells of 'A dwarf, a warrior, a wizard and a thief enter a dungeon' is going to be auto-rejected, unless it's specifically what the publisher wants to go for. That said, putting a unique twist on things is always going to be possible. <em>That </em>said, it's a very hard nut to crack.</p><p></p><p>The structure of a novel and of most games is totally different. Novels have a certain flow to them that most games do not, following certain rules of structure. Character behave in ways that the author needs them to behave and frankly most people don't play their characters like real people (or even people in novels), but like point-a-to-point-b goal acquisition machines. Certainly you can 'pan for gold' and pull some very cool stuff out of your gaming sessions, but it's very unlikely that you'll be able to use even 50% of someone's character.</p><p></p><p>I'm sure there are exceptions out there but they are few and far between. Even authors that have directly used elements of gaming in their work say that seldom is anything based on actual sessions.</p><p></p><p>Hopefully your GM is also looking at some books on how to write novels and develop characters. Those are a great help even when doing gaming material. Robin Laws has a couple things out there where he directly cast classic works as RPG sessions - look at <a href="http://www.amazon.com/Hamlets-Hit-Points-Robin-Laws/dp/0981884024" target="_blank">Hamlet's Hit Points</a>, for example. Steve Kenson's blog has some step-by-step gaming analysis of superhero cartoons.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 6462405, member: 3649"] You may be able to gain some inspiration for a novel from gaming, but trying any sort of direct correlation is doomed to end in utter failure unless you are specifically writing for a gaming publisher. There's a reason why every fantasy publisher that gives advice on what not to send specifically mentions 'anything that reads like a write-up of your D&D game'. Anything that even smells of 'A dwarf, a warrior, a wizard and a thief enter a dungeon' is going to be auto-rejected, unless it's specifically what the publisher wants to go for. That said, putting a unique twist on things is always going to be possible. [I]That [/I]said, it's a very hard nut to crack. The structure of a novel and of most games is totally different. Novels have a certain flow to them that most games do not, following certain rules of structure. Character behave in ways that the author needs them to behave and frankly most people don't play their characters like real people (or even people in novels), but like point-a-to-point-b goal acquisition machines. Certainly you can 'pan for gold' and pull some very cool stuff out of your gaming sessions, but it's very unlikely that you'll be able to use even 50% of someone's character. I'm sure there are exceptions out there but they are few and far between. Even authors that have directly used elements of gaming in their work say that seldom is anything based on actual sessions. Hopefully your GM is also looking at some books on how to write novels and develop characters. Those are a great help even when doing gaming material. Robin Laws has a couple things out there where he directly cast classic works as RPG sessions - look at [URL="http://www.amazon.com/Hamlets-Hit-Points-Robin-Laws/dp/0981884024"]Hamlet's Hit Points[/URL], for example. Steve Kenson's blog has some step-by-step gaming analysis of superhero cartoons. [/QUOTE]
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