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lunes, 20 de febrero de 2012

Twenty-sided Troubadours: Why writers should play roleplaying games

Fuente:

http://terribleminds.com/ramble/2011/09/13/why-writers-should-play-roleplaying-games/

Información:


Writer-types, here’s your homework: go forth and play a roleplaying game.

No, no, put down that Xbox controller.
Here. Take these.
*hands you a pile of glittery multi-colored polyhedral dice*
They’re not pills. Don’t swallow them. They’re dice. You’ll choke. Stop that. Take them out of your mouth. Here, you’re also going to need some other stuff, too: a pencil, a character sheet, maybe some index cards, a bag of Cheetos, a 64 oz “Thirst Aborter” full of Mountain Dew, a 6-pack of beer, a pizza coupon, a can of spray deodorant, and a big overflowing bucket of your caffeine-churned imagination.
Playing a pen-and-paper table-top RPG is not going to make you a better writer.
It goes deeper than that.
It’s going to make you a better storyteller. And here’s how.

Given the geeky composition of my audience, I assume that you grok the core experience of the average tabletop roleplaying game: a game-master orchestrates adventures for a group of players, all of whom control imaginary characters whose skills and abilities are laid out on a character sheet. A player says, “I want my character to see if he can use his Wombat Magic to steal the pocketwatch heart of the Toymaker’s Daughter,” and then he rolls dice in accordance with the rules to see if his Wombat Magic is a spell that can survive its own casting. Simple enough, yeah?
That’s really not the truth of the story, though. That’s just the nature of the rules.
The truth of the story — its essential element, its elemental essence — is that of characters put in conflict. And you see laid bare the nature of all our stories, right there: character-driven conflict. Even more awesome is what happens when you let the players just fuck around at the game-table without even trying to steer them. Eventually, they’ll start creating conflict. Tavern fights, dead cops, stolen items. While this may not always be true to the character it is true to the story: conflict must fill the vacuum and that conflict must be driven by the characters present in the narrative.
What’s more interesting to the players at the table is when their characters are at the center of the conflict. Not conflict driven externally by the world, but characters who are knee-deep in the thick shit.
This is their world, and their problems matter.

Pacing is a really hard trick for storytellers. It’s ultimately too simple to say that escalation is the only order of pacing, because it’s not — you can’t just drop a cinder block on the accelerator pedal and let the story take off like a rocket. Eventually the engine burns out. The audience grows weary. Constant action is naught but the electric cacophony of a single guitar chord blasted over and over again.
This becomes abundantly clear at the game table. You know you have to ease off the gas from time to time. Let the players breathe a little. Let the characters talk to one another. Even the tried-and-true “our characters walk into a tavern” schtick reveals this, to some degree: they don’t kick open the door and start throwing punches. A tavern fight starts simple. Drinks. Laughs. A goblin says some shit. A paladin encourages restraint. A warrior gets all up in the goblin’s business. Someone throws a bottle. And then —explode. Spells and swords and shotguns and goblin venom.
And then you have the come down. The denouement as the fight ends. Wounds licked.
Session to session you can see the pace change, too — one session might be heavy on action, another session heavy on politics. Or introspection. Or melodrama.
You not only start to see exactly how important it is to keep the pace staggered but also how important it is to let this narrative chameleon show all his colors. A story is not one thing and it does not take off like a horse with a rattlesnake shoved up his ass — sometimes that horse needs to stop, drink some water, slow down the pace unless that old nag fancies dropping dead in the dust.

You can’t get writer’s block at the game table. Not as a game master, not as a player. You can’t be all like, “Yeah, I’m just not feeling my character’s actions today, let’s try again tomorrow.” It’s shit or get off the pot time, Vampire Cleric from Minneapolis. You gotta do something. Anything. Stab! Throw a Molotov! Hide under a car! Manifest your Vampire Cleric batwings and take flight above the city!
Same thing goes for writing. Shit or get off the pot. Do something. Throw a narrative grenade. If anything will remind you of this, it’s the act of rolling the bones with a couple-few like-minded gamer-types.

They’re listening. And watching. And waiting.
Them. They. The audience. The other players.
This is a group activity. This isn’t something you do in isolation. You don’t sit over there in the corner fiddling with your dice and surreptitiously rubbing the crotch of your khaki shorts. You’re in the thick of it. Your words — whether as a player or, more importantly, as the game master — are the central focus. You can tell when you’ve hooked them, and can tell when you’re losing them. You shuck and jive and duck and weave and do any kind of narrative chicanery to keep the momentum going, to ensure that the table doesn’t spiral off into restless side-conversations (“Do you think an Alchemical Exalted would be able to beat Jesus, if Jesus were wearing like, Mecha Armor given to him by the Three Wise Men?”). You’re on stage. They’re on the hook. It is, as David Mamet writes, fuck or walk.
Your story is the story of the moment, and it reminds you just how important it is to keep the audience in mind — not just your intent as storyteller but their interests, their needs, their attention.
It also reinforces the cardinal rule:
Never be boring.
Because if you’re boring, they’re going to start talking about Dr. Who.

Every once in a while, you’ll have a moment during a game session where it’s like, “Oh, holy shit. These other people are actually worked up over this story. I’ve inadvertently affected them.”
They’ll get mad at a villain. Pissed at one another for botching a plan. Sad at the death of a character. They’ll hoot and gibber, victorious over the death of the Necro-Accountant who’s been making their lives hell session after session. Their emotions worn plainly upon their faces, the masks worn away.
And then it hits you: this is part of your arsenal of storytelling weapons. To make people give a shit. Enough so that their heads aren’t in this alone; their hearts hop in the car, too, riding shotgun until the story’s told.
You learn how to do it there so you can do it on the page.

You sit down at the game table and you start to realize: whatever I say is made manifest. Okay, sure, sure, maybe your skill check doesn’t let you automatically drive the car up the ramp formed by the crushed school buses and straight into the Kraken’s unblinking eye — but by god, you have a shot. And as a game master, this is multiplied infinitely upon itself, this god-like power to create realities from words in whatever direction you choose.
No constraints. Speak the word, and let it be so.
That, my friends, is the power of fiction. It’s the power of books, comics, film, and — duh — games. But it’s not just the obvious non-revelation that what you say at the game table is made into a fictional reality. It’s also the notion that you can say whatever you want. You aren’t contained by comfortable boxes of genre. You aren’t stopped by expectations and tropes. In fact, you’re often rewarded by jumping right just when everybody thinks you’re going to jump left. You begin to realize that the enemy to good fiction is doing the same thing over and over again. The enemy is fear, where you’re afraid of sitting there in front of an audience and telling the story as it lives and breathes. You don’t have to worry about the story as it lays dying in a cage shacked by rules of genre, trope, template or format. You have it all right there in your hand — a few dice in your palm, maybe a pencil, nothing more — all the elements of creation laid bare.
It’s an awesome — in the truest definition of that word — feeling.
One that will serve you well when you bring it to the written page.

I know a good number of you came here originally from some of my game work or are yourselves gamers still — moreover, I know that the Venn Diagram of GAMER and WRITER has some big crossover in this audience. So add your two cents. Why should writers and storytellers play tabletop games? I know you have reasons I haven’t even considered. Spit ‘em out like broken teeth!
(Oh, and again I’ll mention: if you haven’t checked out SPEAK OUT WITH YOUR GEEK OUT, well, get on it, won’t you? Go forth. Speak your geek. Own your nerdery.)

Tune Your Writing Skills by Roleplay

Fuente:

http://vickid57.hubpages.com/hub/Tune-Your-Writing-Skills-by-Roleplay

Información:

Tune Your Writing Skills by Roleplay


The Journey of an Aspiring Writer

As an aspiring writer, I have used many methods to improve my skills. I have taken an online fiction writing course, purchased numerous how-to books, read writing periodicals and inspirational blogs by authors, purchased software to check my grammar, joined forums, and met a few published authors who have become mentors.  I have learned an invaluable lesson on my journey. In order to grow as a writer, one must write consistently to improve and tone skills. It's like learning to play the piano. You need to practice each day. Unless you actually do it, you'll never develop.  This is my confession. I love to roleplay. It is the one medium I have discovered that has immensely sharpened my quill, and I am about to share why.

Roleplay

About a year ago, I set up my first MySpace page, mainly for the purpose of advertising my blog. After spending months on the site and making various friends, I stumbled across a phenomenon. Since my focus was Phantom of the Opera, I found profiles that bore the characters names. Occasionally these pages were filled with writing and various story lines. Frankly, in my innocence, I didn't know what they were doing. After a little digging around, I discovered they were roleplaying.
A few sites caught my eye, and I was whirled into a story land created by various online authors. One person starts by sending what is called a "starter" to begin the story, and then your partner writes back continuing the story. It's a back and forth collaborate fiction effort. I was fascinated at this new medium.
Many roleplayers pick characters from movies, television, or fictional works. A player builds their own profile, which looks like a storyboard, and they write a bio on the character they are playing. Some roleplayers create their own characters out of their imaginations rather than using current works and find someone to write a new story.
Well, the whole thing fascinated me, and I decided to try it out. My entire purpose was to see if I had what it takes to write fiction. Frankly, I was petrified! I chose the character of Christine Daae from the Phantom of the Opera and found a Phantom and others who roleplayed the same story from the original version Leroux penned, as well as Webber's version. Starters came on my page, and it was my turn to post.
It was undoubtedly the most frightful writing experience of my life! As I look back upon my first post, as they call them, I was exposing my skills, or lack thereof, to another person and opening myself up for critique. It was not an easy task. However, as a result, a year later I can honestly say I have seen my fiction writing skills grow and mature into a readable and enjoyable work. In fact, it has given me much joy and a sense of accomplishment. 

The Benefits of Roleplaying

What does roleplay do for you as an aspiring writer? Here are some benefits I have gleaned from the experience:  
  1. Builds a Consistent Habit of Writing. It forced me to write. I was in essence bound to another writer or a group of writers waiting upon me to respond. When your writing partner(s) post, it's your turn. Most serious roleplayers like to keep the story moving along, so you know there's someone at the other end waiting to read your next post. Because I was obligated to another writer, it forced me to sit down and write on a regular basis.  
  2. Challenges You to Develop Characters. It taught me to develop characters. Sure, I picked Christine Daae the opera singer, but in all reality I had to crawl into that woman's brain and body and act her life out from typing her story on the keyboard. It forced me to analyze my character's behaviors, thought processes, reactions, etc. It became an invaluable learning tool in character creation.  
  3. Forces You to Think and Plot a Story. It forced me to plot. When you play with another individual or a group of individuals, it's great fun to plot and move the story along. It gets your creative juices flowing. You get to weave, direct, and plan the story as you move along, and so does your partner. Sometimes your plots get pushed aside because your partner has beat you to the punch and taken the story in another direction. You have to do some quick thinking and solve problems to move the storyline along. It's great satisfaction to throw a curve-ball at the person you're writing with as well.  
  4. You Learn How to Research to Make a Story Realistic. It made me learn how to research background material. I threw myself into 19th Century France and suddenly I was learning French phrases and words, customs, manner of dress, and behavior in another century. Roleplaying turned me a history freak! I even played Katherine of Aragon, Henry VIII's first wife, and Joanna of Castile, who married Philippe the Handsome of Hapsburg. I'll admit I didn't have a clue about these individuals, but came across some serious roleplayers who are deep into history and can blow you off the page with details and background. My first gig as Joanna of Castile I was researching for hours about her life, her family, her kingdom, and husband. The experience was invaluable, as well as giving me a deep appreciation of who these women were that I played. Why? Because I had to crawl into their bodies and mind and write their lives. It was wonderful.  
  5. Great Way to Meet Other Writers. You meet other writers like yourself. There are good writers who roleplay that are mature and wonderful, and there are young writers who are inexperienced, boring, and not so good. If you get into the right mix of people, you can meet friends, find mentors, have individuals critique your work; or, if you prefer, you can remain totally anonymous behind the quill, which many roleplayers prefer to do. You might be playing with a woman who is writing Henry VIII, or a man who is writing a woman's role. It's not unusual, but again, it tunes your character development.  
  6. You Grow. My writing historically has been non-fiction. I can pen you an article about life and move you to tears, but don't sit me down to write about the roses sitting in the vase and describe the scene to you. This is where I lack. When I first started, I was pretty bad in this area. Now I can write a scene and tell you about the room, the roses, the body language, the facial expressions, and make it come alive. It has helped me grow immensely in these areas.

How Does it Work?

So you might be asking how does this all work. Well, it's pretty basic. You choose a character to play, and then find another character to play with or a group of individuals in what's called a roleplay group where many play on the same page and write the story. Here are the basic rules of roleplay: 
  1. When you post your part of the story, you are not allowed to think, speak, or move another person's character. You can only write from your character's perspective, and the person you play with can only write from theirs.  
  2. Most players agree that you cannot kill their character, or disable them physically in any way. However, if you want your character to have an accident, and end up in a wheelchair, that's your call.  
  3. Most players prefer to remain anonymous. You have the right not to reveal your identity, where you live, or talk to anyone about your personal life. If you're playing with someone you know, that's fine. It's fun, but you still have to be safe. Be wise on how you handle that portion.  
  4. Write well. Serious roleplayers want quality work. No typos, good grammar, etc. Most post rules, as well, regarding what they will accept or not accept when they roleplay with you. Some inexperience roleplayers only post a paragraph. Others write what is termed multi-paragraph or novella posts. I tend to stay with the multi-paragraph and novella crowd.

The Lingo

Every hobby has lingo, and so does roleplay. Here's a few: 
  1. OOC - Means "out of character." Sometimes you want to speak as yourself and not from your character to another player. If you do, people will write OOC to differentiate between the two.  
  2. IC - Means "in character." Obvious, it's the opposite of the above. You're speaking from your character.  
  3. RL - Means "real life." We all have one.  
  4. OOC Drama - "Out of character drama." Is everyone mature that roleplays? No, there are a lot of teenagers and young immature adults that can cause problems over being jealous with your character to being mad at you for no reason.
Other terms: 
  1. Posts - It's that part of the story you post for your partner to read.  
  2. Blacklist - I hate to say it, but some groups "blacklist" undesirable players due to too much out of character drama. It's sort of a warning system to beware of certain individuals.  
  3. It's NOT Real - A good term to remember is, "It's not real, it's only roleplay." Sometimes you can take things a bit too seriously. You are not really the Queen of England, so stop acting like one. The player on the other end really doesn't love you, they love your character. It's not really the mean mother-in-law at the other end who despises you for marrying her son, it's just another player, so don't take it personally. Keeping the lines between play and reality are important. Keep a level head. "IT'S NOT REAL PEOPLE, IT'S ONLY ROLEPLAY."
Vicomte de Chagny's Paris Estate Roleplay Group

A Place to Try It Out

Do you want to try it out? Well, there are plenty of places to write in the roleplay world. There are groups on Facebook, Yahoo, MySpace, Blogger, and even websites dedicated to certain themes. If you are a serious writer, be selective where you choose to write.