Will Hindmarch is a freelance writer, game designer, and narrative designer. He co-founded Gameplaywright Press, assistant directs the Shared Worlds writing camp, and is a producer of Story Club South Side in Chicago.
Here’s the task they before me: Run a casual D&D game over one lunch break per week. A mere 60-70 minutes of play per week with a cast of more than ten player characters rotating in and out? Teach the new edition of the game and a world to explore in that limited time? Make an experience that’s coherent and compelling even for players who might take a few weeks off between sessions?
Sounds like a fun challenge!
The game is set in a fantastical city that was under quarantine for a strange disease. But sometime during its period of isolation … everyone inside the city disappeared. As a result, there are just two humans left in the world: a barbarian and a paladin, both of them PCs.
What makes this one difficult—and I’m a little surprised by this—isn’t crafting a compelling a world for casual and intermittent players; I’ve done that lots. It isn’t managing the dramaturgy for ten PCs; I’ve done that before. It isn’t even conveying the world through brief bits of text to minimize the game’s footprint on the lives of the players; that’s an inspiring challenge. No, it turns out the trick is juggling my own inspirations.
This is something I struggle with sometimes. I pretty carefully control what sort of inputs I take in—what shows I watch and when, what books I read and when, what games I play and when—not only to manage my time, but to influence what influences me. When I was writing my story about the white deer, for PleasureTown, for example, I put together an atmospheric playlist and read some Walt Whitman to get me in the right sort of place. (I also mined a bunch of details from my own childhood.)
When I’m writing about the faux-Elizabethan political intrigue in the City on the Saturnine for my stealth-adventure RPG, called Dark, I try to take in a diverse array of material but I also worry about sparking ideas that I won’t be able to work on for months. If I can’t put space-alien horrors into my fantastical Renaissance, I try not to consume much about space aliens.
Or I tried.
Too many great stories, too many glittering inspirations, move in my peripheral vision, all the time! How can I watch True Detective or Automata when they’ll make me want to work on projects that aren’t scheduled until later in the year? I don’t want good ideas being misspent on the wrong projects!
That right there is where I am a moron. As if creating something good diminishes some other thing that is good. What is that?
For me, at least, the truth is that inspiration and action are all about the collision of ideas in unexpected intersections. Withholding a good idea—”saving” it—is so often folly. Ideas aren’t worth much. Work has value. The writing has value. The application and implementation of an idea—that’s what’s valuable.
If I apply some influential idea to a project and it doesn’t stick, I’ve still got the idea.
If I apply an influential idea to a project and it doesn’t do everything I wanted, but it does something, that’s a kind of progress on the project, and I’ve still got the idea.
If I apply an influential idea to a project and it changes the project, that’s either an enrichment or an option to keep or reject—which is my job as the writer. And I’ve still got the idea.
Ideas aren’t currency. They aren’t electricity. They’re knowledge. They’re like lessons. We don’t spend a lesson to act on it. That’s why lessons are precious.
Ideas get conjured at the crossroads of information, where two notions collide and inspire, throwing light and shadows on the nearby buildings, and in the aftermath … there’s no wreckage. The notions survive and their fusion creates a new idea. That’s the whole point! This is a creative process … not a destructive one.
I’ve always kept notebooks. Lots of notebooks. Each major project gets its own book and certain themes of potential projects—games, novels, scripts—get notebooks, too. That’s where ideas live.
To my surprise, what sparked my realization and reminded me how to manage the influences on my own imagination, was taking an hour off to play some Destiny. The grand, enthusiastic melange of epic fantasy and sci-fi in the Destiny universe reminded me that my job isn’t to recreate any one genre by following customs and redecorating a well-trod space, but to make the thing I’m making as good as it can be.
Destiny’s little doses of lore—either in the Grimoire or in the text of bounties and quests and items—combine to convey a robust and wonderfully strange world. We’re still early in the life of Destiny’s story, I’m sure, yet those bite-sized doses of fictional data fascinate me. (Destiny depicts a world that I am this close to writing fanfic for—something about the way dust drifts through the city beneath the Traveler, the glint of metal on the lunar surface, the hints of everyday heroism—so write me, Bungie, if you want great fiction set in the Destiny galaxy.)
In my case, my goal is to make each 60-minute D&D session an exciting episode of play. That comes first. And that means the players and their characters are the priority. I knew all that … but I’d also sort of forgotten it, you know? My desire to impress these players got in the way of how much I love to inspire them.
i am terrible at gaming ..but man do i love the new graphics and realism of them .. u have a gift 🙂 .. thank u Happy day to u ..
This post was perfect timing for me! I begin a new novel today, revisiting a flamboyant character from my very first book. I wanted to come back to her to free my writing up. Not that it’s got tight as such or that I’m blocked, but my writing has got a little more conservative and serious of late. I want to have a hell of a lot of fun with this one and really go a bit nuts. I’ve been cleaning the floor this morning, lost in my usual worlds of writing at the same time, and thinking, “Right, every single time I come to a choice in this book between the idea that makes me think, ‘Ooh, too much,’ or the idea that is just ok, I go for too much.”
Then I read this post to remind me that whatever I come up with will be just fine! More than fine!
ps. I keep notes for future writing ideas too. Ideas come and somehow go again. Maybe The Muse takes them back if you don’t use them fast enough. 🙂 I don’t like to lose them and writing them down means a few less things to have tumbling around in my brain. 🙂
Mr. Wheaton I recently wrote a post about you. It is specifically about you and river in Stand By Me. I just made it and it would be greatly appreciated if you could read it in your spare time. My blog is called Alternative Lessons on wordpress.com. I am a big fan of yours!
I have enjoyed reading the Will’s, and Wheaton’s enough to copy your names into my research notebook and am going on a quest to find other things of yours to read. I do not play the games any of you play. As a great grandmother I get to weld a sword in the backyard, or brew magic, befriend dragons who take me on magical rides. I do play board games when, which ever grand comes to me with a game they have invented, and I do play Pokémon, but for the most part I like the games where we are private eyes chasing down the gang who stole the queen’s kittens or whatever strikes our fancy. Currently it is Zelda and Link. It has been fun meeting you. Karen Naylor