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Tag Archives: game writing
What SFWA Offers Game Writers
n light of recent discussions, I wanted to jot down a few things that come to mind when what I think about SFWA has to offer game writers, because there’s actually quite a bit.
Posted in SFWA Tagged #sfwapro, game writers, game writing, gamewriters, gen con, SFWA 27 Comments
More on that Gamewriter Stuff, Plus Cat’s Gen Con Schedule
I am part of the Writer’s Symposium this year at Gen Con and looking forward to it. Last time I went to one, it was in Lake Geneva, and a whole lot tinier, I believe, than nowadays. One lure is … Continue reading
Posted in SFWA Tagged age of ravens, game writing, gen con, gencon, lowell francis, SFWA, sfwa and gamewriters 4 Comments
SFWA Admits Gamewriters, All Heck Breaks Loose, Film at 11
So this morning one of the items that’s been hovering in the wings for a couple of weeks now finally went out, which was the announcement of the game writing qualifications. Since there there’s been a lot of stir and some questions about it. So here’s some answers.
Q: Hey, I’m a SFWA member! Why didn’t I know about this earlier?
A: I’m not sure. We publicized the vote before and when it happened, we had a SFWA chat hour devoted to it, and we’ve been talking about it on the discussion forums for over a year, I think, including calls for people to serve on the committee and make recommendations.
Posted in SFWA Tagged game writing, sfwa admits gamewriters, sfwa and gamewriting 128 Comments
I Think, Therefore I Roleplay
In 1999, one of the Armageddon MUD coders, Morgenes, put in a command that has no effect on a player at all. It doesn’t get you gold (or obsidian, in our mud’s case), doesn’t raise your skills, doesn’t open the mystic portal to the realm of Waterdeep, or anything at all like that. Yet it was a change that would end up becoming one of the most popular (and most copied) commands ever on the mud, with at least one thread on our discussion board devoted to lavish praise of it from players and staff alike. Continue reading
Posted in Armageddon Tagged armageddon, game writing, think Leave a comment
Adjusting to Altitude: Helping New Immortals Acclimate
While finding new immortals for a MUD, MUSH, MOO or MURPE generally isn’t a problem, finding ones who will be a lasting and productive part of the team is. The first couple of weeks for a new staff member on a multiplayer game are the ones where the most mental adjustments are made, and the actions of other staff are often a crucial factor in whether or not those staff stick around. Armageddon MUD provides a good example of how this process can be made as painless as possible for both new and established staff members. Continue reading
Posted in Armageddon Tagged armageddon, game writing, online management Leave a comment
Clans in a Roleplaying World
My original vision was of an elite mercenary unit, with a lot of ‘high class’ things. Nessalin encouraged me towards a low class, gritty, down-and-dirty vision of the clan, which fit in better with Armageddon’s overall flavor. Continue reading
Posted in Armageddon Tagged armageddon, game writing, imaginary realities, krrx Leave a comment
Zen and the Art of Spiral-Carved Incense Burners
One of the desires expressed at the very first Armageddon player-staff meeting I ever attended was a yen to move away from “a hack and slash economy,” where players made their income by selling the gear off NPCs (and the occasional PC) that they had killed. How, one immortal noted, could the world be realistic when there was no coded reflection of the material underpinnings of it? How to create this economic reflection was a question that remained in the air for several years, and it was not until discussion of implementing crafting code came up that such a move seemed possible. Continue reading
Posted in Armageddon Tagged armageddon, armageddon mud, coding, crafting, game writing, games, gaming, imaginary realities, mud administration, online games Leave a comment
On The Treatment of Coders
This article originally appeared in the now-defunct online magazine Imaginary Realities. It talks about MUD administration, and draws on my experience working with Armageddon MUD, the world of Zalanthas. For those who don’t know what a MUD is, it’s a text-based roleplaying game. Here’s the wikipedia article on MUDs Continue reading
Posted in Armageddon Tagged armageddon, game writing, managing virtual teams, muds, online games, online management Leave a comment