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The Secret Origin of “Daughter of Sorrow” by Maurice Broaddus

“Mr. Broaddus, you need to start a Creative Writing Club.” Thus began a four week campaign in which different members of my eighth grade class wore me down and I agreed to run an after school program. We ended up with nearly a dozen intrepid souls in our merry band,...

Knaves Has Funded, and Then Some!

Thanks to our awesome backers and readers, the Kickstarter for our anthology, Knaves, has been a success! Four hundred eighty-nine backers came together and invested $15,342 to make Knaves happen. Not only will this anthology be produced, but the authors will all get...

You Like Me Because I’m a Scoundrel

I remember watching Phantom Menace in the movie theater wondering what the movie was missing. There was awesome Jedi action (and way better choreography than the original trilogy). The music was fantastic. Tatooine looked pretty much the same, and pod racing was...

Powerful Words from Hitchhiker’s Guide to the Galaxy, by Anton Strout

Anton Strout is the author of urban fantasy, including the Simon Canderous paranormal detective series and the Spellmason Chronicles. He’s also the host of the Once and Future Podcast. He’s going to have a story in the fantasy anthology Knaves from Outland...

Only Days Left to Back Knaves: A Blackguards Anthology!

There are only a couple days left to back Knaves: A Blackguards Anthology on Kickstarter! Featuring stories from Cat Rambo, Mercedes Lackey & Dennis Lee, Maurice Broaddus, Anton Strout, Anna Spark Smith, Cullen Bunn, Walidah Imarisha, Sabrina Vourvoulias, Clay Sanger,...

Warlock 5 Author Interview: Cullen Brunn

Last year, some of us discovered the irreverence of Deadpool and are eager to view the sequel. This year, some of us are working with one of the writers from his comics: Cullen Bunn. But we’re not the only ones fangirling/fanboying. Cullen is wearing his fanboy hat...

Kane Gilmour on The Rise of Kaiju Prose

As we cruise into the middle of 2018, it might be difficult, surrounded as we are with great kaiju novels and anthologies, comics, and Pacific Rim Uprising rampaging across theater screens, to recall a time when kaiju fans were at a loss for good material. And while...

What’s In a Character’s Name?

Naming a character is like naming your first-born child. You agonize over very detail, even go so far as to pronounce the name under your breath to test the inflection. Lucky for you, you're more concerned with how it looks on paper rather than how it sounds spoken in...

4 Ways to prep for the Royal Wedding Outland Entertainment style

In addition to wearing the Editor in Chief hat here at Outland Entertainment, I also write about pop culture in enough places that I've found it useful to follow the news. While this is particularly relevant for geek news, there are some headliners you just can't...

Press Release: Blackguards Anthology Gets Facelift

Outland Entertainment is please to announce a new look and edition for the anthology Blackguards, dividing the book into two volumes and including two never-before-seen stories. Blackguards, originally published by Ragnarok Publications, was a massive volume containing stories from some of the best dark fantasy and grim dark authors in the industry…

When I was in high school, I ran my first D&D game. I hadn’t been gaming very long, and I had a ton of fairy tale tropes that were stronger influences than the D&D cannon. My game did not really fit the D&D archetypes, and while I did a great job rolling with the way the players took my material (because, hey, they were upperclassmen and veteran gamers and it was my first DMing experience), I learned a lot about the difference between writing—and writing for gamers. The core of the difference is that when you’re writing a work that stands alone, you know where the story goes and where it’s going to end. When you’re writing for gamers? Well, be prepared for everything.

As a game master, one of the nicest tools in the arsenal is the ability to go off script. So, your tabletop Shotguns and Sorcery gamers have decided that they don’t want to do the mission given to them by the Dragon Emperor, and instead want to spend the day shopping in Gnometown? You roll with it. That may mean arresting them and getting them back to the hook (because when is saying no to the Dragon Emperor a good idea?), but you humor them. It may mean changing the adventure to be about evading the Imperial Dragon’s Guard, and taking the bones of the adventure you designed and changing all the flavor so that when they get chased out of Dragon City, the zombies you prepped are there for a different reason than the quest they were supposed to go on in the first place.

But what if you’re writing an adventure, or interactive fiction, for players you’ve never met? If you’ve played with gamers who like to go off script, you know how challenging it can be to anticipate their options. But that’s exactly what adventure writers and interactive novel writers are asked to do. I’ve written my fair share of tabletop adventures and I’m now three apps into writing multiple choice novels, and I still don’t know the best solution to this conundrum. But I know the first thing that I have to do when I start writing is realize: I’m not the only writer.

Is that a surprise? If you’re a gamer: congratulations! I’m not writing my story when I’m writing a game. I’m trying to write one for you to make your own. And that’s the real key. Any game story I write, the player should feel like the star. As the player, you should be able to make choices that suit the backstory you’ve created, beyond the text I’ve written. You should be able to tailor your character to reflect the culture and romantic inclinations you think suit them best. You shouldn’t be held back by my imagination.

Am I always going to have all the options everyone would like? In a word: no. My playtesters will tell you, though, that if they present an idea I haven’t thought of, I’ll work it in if I can. And—to some degree—if it suits the framework of the story as I’ve envisioned it. Because that’s your job as a gamer too: you’re the star, but we’re working on the story together. I hope you’ll see some of me in the world I give to you.

If you’re a game designer or an adventure writer yourself, this can be one of the most mind-wracking, brain-twisting challenges you’ll ever have—and you’ll come out on the other side better for it, because your imagination has to expand beyond a single point of view to encompass the potential points of view of thousands of players. And when you walk away, you can guess that as memorable as your NPCs are, as great as the details are in your world, the character the players will remember the best are the ones they created. And that’s exactly as it should be.