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Announcement: VIKINGVERSE COVER ILLUSTRATION RELEASED!

ANNOUNCEMENT Official summary of ALL FATHER PARADOX along with color cover illustration! What if an ancient god escaped his fate…and history was thrown to the wolves? Churchwarden Michaels thought it was just a run-of-the-mill crazy old man who stood in the graveyard,...

Announcement: New Comic Coming from Outland Entertainment!

ANNOUNCEMENT: Announcing Riddle of the Loremaster, an all new original comic series written by Melanie R. Meadors, with art by Nicolás Giacondino! Here is a sneak peek at some of the promo art: Riddle of the Loremaster is a comic for mature readers set in a fantasy...

Women in Dark Fantasy Have Changed by Linda Robertson

In doing a bit of research looking for a dark-fantasy-related topic for this article, I sought something that I knew at least a bit about, something I felt strongly about, and something where I could add meaningfully to the conversation. Many things were considered,...

Alethea Kontis on Imposter Syndrome

Earlier this year, I met the only student Katy Kellgren ever had. He told me he just about had to bully her into being his teacher. This amazing, multiple award-winning voice actress with hundreds of audiobooks under her belt truly didn’t believe she knew anything...

Announcements: HATH NO FURY Has Arrived in the US!

Backers of the paperback and hardcover editions of Hath No Fury will be happy to learn that the books have arrived at the printer's headquarters in Chicago! Now, they just need to be sent to our head honcho Jeremy Mohler, and then they will be sent out to backers...

Fairies with Dark Faces by I.L. Cruz

I like fairies—not a difficult admission for a fantasy writer—and I don’t mean the safe Victorian ones with gossamer wings that spread sparkles when they walk. I mean the ones that steal little children and make Faustian bargains. They were ancient and magnificent and...

Announcement: Launching New Transmedia World, VIKINGVERSE

Announcements Introducing the beginning of a new transmedia project with fiction, comics, and games in development! VIKINGVERSE From a concept created by Ian Sharpe, Vikingverse is going to launch this fall with a novel called All Father Paradox. Here is the line art...

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...

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.