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Tag Archives: writing for RPGs
Working in Other Worlds: Writing for Franchises with Jennifer Brozek
Have you ever wondered what it would be like to write fiction for your favorite RPG, movie, TV series, videogame, or comic book? The Writing for Franchises workshop can give you an idea of what it is like to write in a … Continue reading
Planning Your Tabletop RPG Campaign with Monica Valentinelli
Did you know the elements of campaign planning are rooted in narrative design? In this workshop, gaming veteran Monica Valentinelli introduces her “Spiderweb Method” for campaign planning and walks you through how to use it for longer story arcs. Also included is … Continue reading
Working in Other Worlds: Writing for Franchises with Jennifer Brozek
Have you ever wondered what it would be like to write fiction for your favorite RPG, movie, TV series, videogame, or comic book? The Writing for Franchises workshop can give you an idea of what it is like to write in a … Continue reading
Video: Writing for Franchises with Jennifer Brozek
In this interview, Jennifer talks about writing for franchises, including Shadowrun and Valdemar, what has surprised her about the process, what worlds she hasn’t written in but would like to, and which of her original worlds would make the best franchise, as well as what advice she’d give to people working in it.
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Guest Post from Carrie Patel: Whose Story Is This, Anyway? – Character Craft for Novels and Games
Growing up, two of my favorite things were books and video games. If you’d told me twenty years ago that I’d grow up to write both, I probably would have choked on my Mountain Dew.
But over the past few years, I’ve been doing exactly that. I’ve written the Recoletta series, a science fantasy trilogy published by Angry Robot, and I’ve worked as a narrative designer at Obsidian Entertainment for three and a half years now, writing for the Pillars of Eternity games and expansions.
The implementation, however, often differs, simply because the user experience between a linear, tightly-paced novel and an open-ended, exploration-heavy game differs. At the end of the day, the writer’s goal is always to draw her audience into a world and its story, and the best tools remain engaging characters and consistency between the big picture and the little details.
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Posted in guest post
Tagged carrie patel, characters, immersing the reader, writing for games, writing for RPGs
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